Docking: Better tracking of current dock id for inactive and uncreated windows (in settings etc.). + Fixed assert when docking a single-visible leaf node of a hierarchy into another
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@ -148,6 +148,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- dock: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node!
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- dock: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button)
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- dock: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs)
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- dock: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
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- tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
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82
imgui.cpp
82
imgui.cpp
@ -3819,7 +3819,8 @@ void ImGui::EndFrame()
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AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
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}
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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// This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);
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g.Windows.swap(g.WindowsSortBuffer);
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g.IO.MetricsActiveWindows = g.WindowsActiveCount;
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@ -9677,6 +9678,7 @@ namespace ImGui
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static ImGuiDockNode* DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos);
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// Settings
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static void DockSettingsMoveDockReferencesInInactiveWindow(ImGuiID old_dock_id, ImGuiID new_dock_id);
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static void DockSettingsRemoveReferencesToNodes(ImGuiID* node_ids, int node_ids_count);
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static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
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static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
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@ -9951,7 +9953,7 @@ static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDoc
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// Bind host window immediately if it already exist (in case of a rebuild)
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// This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
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char host_window_title[32];
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char host_window_title[20];
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ImGuiDockNode* root_node = DockNodeGetRootNode(node);
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node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
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}
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@ -10090,25 +10092,24 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
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TabBarAddTab(target_node->TabBar, target_node->Windows[n], ImGuiTabItemFlags_None);
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}
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const ImGuiID payload_node_id = payload_node ? payload_node->ID : payload_window->DockId;
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if (payload_node != NULL)
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{
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// Transfer full payload node (with 1+ child windows or child nodes)
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// FIXME-DOCK: Transition persistent DockId for all non-active windows
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if (payload_node->IsSplitNode())
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{
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if (target_node->Windows.Size > 0)
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{
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// We can dock into a node that already has windows _only_ if our payload is a node tree with a single visible node.
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// In this situation, we move the windows of the target node into the currently visible node of the payload.
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// This allows us to preserve some of the underlying settings nicely.
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IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL);
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// This allows us to preserve some of the underlying dock tree settings nicely.
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IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockCalc() early on and never submitted.
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ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
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if (visible_node->TabBar)
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IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
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for (int n = 0; n < visible_node->Windows.Size; n++)
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TabBarAddTab(target_node->TabBar, visible_node->Windows[n], ImGuiTabItemFlags_None);
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DockNodeMoveWindows(target_node, visible_node);
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DockNodeMoveWindows(visible_node, target_node);
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DockSettingsMoveDockReferencesInInactiveWindow(target_node->ID, visible_node->ID);
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}
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IM_ASSERT(target_node->Windows.Size == 0);
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DockNodeMoveChildNodes(target_node, payload_node);
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@ -10116,6 +10117,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
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else
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{
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DockNodeMoveWindows(target_node, payload_node);
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DockSettingsMoveDockReferencesInInactiveWindow(payload_node_id, target_node->ID);
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}
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DockContextRemoveNode(ctx, payload_node, true);
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}
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@ -10124,6 +10126,8 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
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// Transfer single window
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target_node->VisibleWindow = payload_window;
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DockNodeAddWindow(target_node, payload_window, true);
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if (payload_node_id != 0)
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DockSettingsMoveDockReferencesInInactiveWindow(payload_node_id, target_node->ID);
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}
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}
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@ -10156,9 +10160,9 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
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// Otherwise delete the previous node by merging the other sibling back into the parent node.
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if (node->IsRootNode() || node->IsDocumentRoot)
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{
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// FIXME-DOCK: Transition persistent DockId for all non-active windows
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ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
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DockNodeMoveWindows(new_node, node);
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DockSettingsMoveDockReferencesInInactiveWindow(node->ID, new_node->ID);
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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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@ -10516,25 +10520,28 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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}
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}
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// Early out for standalone floating window that are holding on a DockId (with an invisible dock node)
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if (node->IsRootNode() && node->Windows.Size == 1 && !node->IsDockSpace)
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// Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
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if (node->IsRootNode() && !node->IsSplitNode() && node->Windows.Size <= 1 && !node->IsDockSpace)
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{
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// Floating window pos/size is authoritative
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ImGuiWindow* single_window = node->Windows[0];
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node->Pos = single_window->Pos;
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node->Size = single_window->SizeFull;
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// Transfer focus immediately so when we revert to a regular window it is immediately selected
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if (node->HostWindow && g.NavWindow == node->HostWindow)
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FocusWindow(single_window);
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if (node->HostWindow)
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if (node->Windows.Size == 1)
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{
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single_window->Viewport = node->HostWindow->Viewport;
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single_window->ViewportId = node->HostWindow->ViewportId;
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if (node->HostWindow->ViewportOwned)
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// Floating window pos/size is authoritative
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ImGuiWindow* single_window = node->Windows[0];
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node->Pos = single_window->Pos;
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node->Size = single_window->SizeFull;
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// Transfer focus immediately so when we revert to a regular window it is immediately selected
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if (node->HostWindow && g.NavWindow == node->HostWindow)
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FocusWindow(single_window);
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if (node->HostWindow)
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{
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single_window->Viewport->Window = single_window;
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single_window->ViewportOwned = true;
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single_window->Viewport = node->HostWindow->Viewport;
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single_window->ViewportId = node->HostWindow->ViewportId;
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if (node->HostWindow->ViewportOwned)
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{
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single_window->Viewport->Window = single_window;
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single_window->ViewportOwned = true;
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}
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}
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}
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@ -10545,8 +10552,8 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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node->HasCloseButton = node->HasCollapseButton = false;
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node->LastFrameActive = g.FrameCount;
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if (node->WantMouseMove)
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DockNodeStartMouseMovingWindow(node, single_window);
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if (node->WantMouseMove && node->Windows.Size == 1)
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DockNodeStartMouseMovingWindow(node, node->Windows[0]);
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return;
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}
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@ -11222,9 +11229,15 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG
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ImVec2 backup_last_explicit_size = parent_node->SizeRef;
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DockNodeMoveChildNodes(parent_node, merge_lead_child);
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if (child_0)
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{
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DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
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DockSettingsMoveDockReferencesInInactiveWindow(child_0->ID, parent_node->ID);
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}
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if (child_1)
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{
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DockNodeMoveWindows(parent_node, child_1);
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DockSettingsMoveDockReferencesInInactiveWindow(child_1->ID, parent_node->ID);
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}
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DockNodeApplyPosSizeToWindows(parent_node);
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parent_node->InitFromFirstWindowPosSize = parent_node->InitFromFirstWindowViewport = false;
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parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
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@ -12065,6 +12078,23 @@ void ImGui::BeginAsDockableDragDropTarget(ImGuiWindow* window)
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// Docking: Settings
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//-----------------------------------------------------------------------------
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static void ImGui::DockSettingsMoveDockReferencesInInactiveWindow(ImGuiID old_dock_id, ImGuiID new_dock_id)
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{
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ImGuiContext& g = *GImGui;
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for (int window_n = 0; window_n < g.Windows.Size; window_n++)
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{
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ImGuiWindow* window = g.Windows[window_n];
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if (window->DockId == old_dock_id && window->DockNode == NULL)
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window->DockId = new_dock_id;
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}
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for (int settings_n = 0; settings_n < g.SettingsWindows.Size; settings_n++) // FIXME-OPT: We could remove this loop by storing the index in the map
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{
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ImGuiWindowSettings* window_settings = &g.SettingsWindows[settings_n];
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if (window_settings->DockId == old_dock_id)
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window_settings->DockId = new_dock_id;
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}
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}
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// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
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static void ImGui::DockSettingsRemoveReferencesToNodes(ImGuiID* node_ids, int node_ids_count)
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{
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