Docking: bits.
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92
imgui.cpp
92
imgui.cpp
@ -12493,7 +12493,7 @@ void ImGui::DestroyPlatformWindows()
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// | - DockContextProcessDock() - process one docking request
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// | - DockNodeUpdate()
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// | - DockNodeUpdateForRootNode()
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// | - DockNodeUpdateVisibleFlagAndInactiveChilds()
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// | - DockNodeUpdateFlagsAndCollapse()
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// | - DockNodeFindInfo()
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// | - destroy unused node or tab bar
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// | - create dock node host window
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@ -12626,7 +12626,7 @@ namespace ImGui
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static void DockNodeHideHostWindow(ImGuiDockNode* node);
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static void DockNodeUpdate(ImGuiDockNode* node);
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static void DockNodeUpdateForRootNode(ImGuiDockNode* node);
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static void DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node);
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static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
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static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
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static void DockNodeAddTabBar(ImGuiDockNode* node);
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static void DockNodeRemoveTabBar(ImGuiDockNode* node);
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@ -13300,7 +13300,7 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode*
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// - ImGuiDockNodeFindInfoResults
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// - DockNodeFindInfo()
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// - DockNodeFindWindowByID()
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// - DockNodeUpdateVisibleFlagAndInactiveChilds()
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// - DockNodeUpdateFlagsAndCollapse()
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// - DockNodeUpdateVisibleFlag()
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// - DockNodeStartMouseMovingWindow()
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// - DockNodeUpdate()
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@ -13568,36 +13568,36 @@ static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
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}
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// Search function called once by root node in DockNodeUpdate()
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struct ImGuiDockNodeFindInfoResults
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struct ImGuiDockNodeTreeInfo
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{
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ImGuiDockNode* CentralNode;
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ImGuiDockNode* FirstNodeWithWindows;
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int CountNodesWithWindows;
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//ImGuiWindowClass WindowClassForMerges;
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ImGuiDockNodeFindInfoResults() { CentralNode = FirstNodeWithWindows = NULL; CountNodesWithWindows = 0; }
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ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
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};
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static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeFindInfoResults* results)
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static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
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{
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if (node->Windows.Size > 0)
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{
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if (results->FirstNodeWithWindows == NULL)
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results->FirstNodeWithWindows = node;
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results->CountNodesWithWindows++;
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if (info->FirstNodeWithWindows == NULL)
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info->FirstNodeWithWindows = node;
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info->CountNodesWithWindows++;
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}
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if (node->IsCentralNode())
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{
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IM_ASSERT(results->CentralNode == NULL); // Should be only one
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IM_ASSERT(info->CentralNode == NULL); // Should be only one
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IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
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results->CentralNode = node;
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info->CentralNode = node;
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}
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if (results->CountNodesWithWindows > 1 && results->CentralNode != NULL)
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if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
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return;
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if (node->ChildNodes[0])
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DockNodeFindInfo(node->ChildNodes[0], results);
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DockNodeFindInfo(node->ChildNodes[0], info);
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if (node->ChildNodes[1])
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DockNodeFindInfo(node->ChildNodes[1], results);
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DockNodeFindInfo(node->ChildNodes[1], info);
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}
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static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
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@ -13611,7 +13611,7 @@ static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID i
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// - Remove inactive windows/nodes.
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// - Update visibility flag.
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static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node)
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static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
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@ -13625,11 +13625,11 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod
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// If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
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// 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)
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if (node->ChildNodes[0])
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DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[0]);
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DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
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if (node->ChildNodes[1])
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DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[1]);
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DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
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// Remove inactive windows
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// Remove inactive windows, collapse nodes
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// Merge node flags overrides stored in windows
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node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
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for (int window_n = 0; window_n < node->Windows.Size; window_n++)
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@ -13654,13 +13654,12 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod
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}
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DockNodeRemoveWindow(node, window, node->ID);
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window_n--;
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continue;
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}
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else
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{
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// FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
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//node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
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node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
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}
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// FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
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//node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
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node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
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}
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node->UpdateMergedFlags();
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@ -13707,22 +13706,22 @@ static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWind
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// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
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static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
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{
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DockNodeUpdateVisibleFlagAndInactiveChilds(node);
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DockNodeUpdateFlagsAndCollapse(node);
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// FIXME-DOCK: Merge this scan into the one above.
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// - Setup central node pointers
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// - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
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ImGuiDockNodeFindInfoResults results;
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DockNodeFindInfo(node, &results);
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node->CentralNode = results.CentralNode;
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node->OnlyNodeWithWindows = (results.CountNodesWithWindows == 1) ? results.FirstNodeWithWindows : NULL;
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if (node->LastFocusedNodeId == 0 && results.FirstNodeWithWindows != NULL)
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node->LastFocusedNodeId = results.FirstNodeWithWindows->ID;
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// Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
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ImGuiDockNodeTreeInfo info;
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DockNodeFindInfo(node, &info);
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node->CentralNode = info.CentralNode;
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node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
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if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
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node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
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// Copy the window class from of our first window so it can be used for proper dock filtering.
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// When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
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// FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
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if (ImGuiDockNode* first_node_with_windows = results.FirstNodeWithWindows)
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if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
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{
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node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
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for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
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@ -14850,6 +14849,7 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG
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}
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// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
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// (Depth-first, Pre-Order)
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void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes)
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{
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// During the regular dock node update we write to all nodes.
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@ -14879,6 +14879,10 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si
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ImGuiContext& g = *GImGui;
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const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
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// FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
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// Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
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// Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
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// 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
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if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
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{
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@ -14896,19 +14900,19 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si
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{
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// FIXME-DOCK: We cannot honor the requested size, so apply ratio.
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// Currently this path will only be taken if code programmatically sets WantLockSizeOnce
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float ratio_0 = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
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child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * ratio_0);
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float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
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child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
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child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
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IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
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}
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// 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
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else if (child_1->IsCentralNode() && child_0->SizeRef[axis] != 0.0f)
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else if (child_0->SizeRef[axis] != 0.0f && child_1->IsCentralNode())
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{
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child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
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child_1_size[axis] = (size_avail - child_0_size[axis]);
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}
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else if (child_0->IsCentralNode() && child_1->SizeRef[axis] != 0.0f)
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else if (child_1->SizeRef[axis] != 0.0f && child_0->IsCentralNode())
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{
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child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
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child_0_size[axis] = (size_avail - child_1_size[axis]);
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@ -14917,7 +14921,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si
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{
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// 4) Otherwise distribute according to the relative ratio of each SizeRef value
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float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
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child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5F));
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child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
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child_1_size[axis] = (size_avail - child_0_size[axis]);
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}
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@ -14946,6 +14950,7 @@ static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGu
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DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
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}
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// (Depth-First, Pre-Order)
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void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
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{
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if (node->IsLeafNode())
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@ -14980,7 +14985,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
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//bb.Max[axis] -= 1;
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PushID(node->ID);
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// Gather list of nodes that are touching the splitter line. Find resizing limits based on those nodes.
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// Find resizing limits by gathering list of nodes that are touching the splitter line.
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ImVector<ImGuiDockNode*> touching_nodes[2];
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float min_size = g.Style.WindowMinSize[axis];
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float resize_limits[2];
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@ -14988,9 +14993,8 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
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resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
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ImGuiID splitter_id = GetID("##Splitter");
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if (g.ActiveId == splitter_id)
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if (g.ActiveId == splitter_id) // Only process when splitter is active
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{
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// Only process when splitter is active
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DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
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DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
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for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
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@ -14998,14 +15002,18 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
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for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
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resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
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// [DEBUG] Render touching nodes & limits
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/*
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// [DEBUG] Render limits
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ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
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for (int n = 0; n < 2; n++)
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{
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for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
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draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
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if (axis == ImGuiAxis_X)
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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);
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else
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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);
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}
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*/
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}
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