Docking: Minor renaming. DockContextAddNode() uses 0 as marker for automatic ID selection + TODO update and moved docking entries to docs/TODO.txt
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@ -123,8 +123,30 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
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- dock: docking extension
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- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
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- dock: A~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete)
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- dock: A- implicit, invisible per-viewport dockspace to dock to.
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- dock: B~ document root node resizing behavior incorrect
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- dock: B~ document root node retrieval of ID ?
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- dock: B- full rebuild loses viewport of floating dock nodes
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- dock: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them
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- dock: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
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- dock: A- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar)
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- dock: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All
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- dock: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes)
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- dock: B- DockSpace() border issues
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- dock: B- inconsistent clipping/border 1-pixel issue (#2)
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- dock: B- fix/disable auto-resize grip on split host nodes (~#2)
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- dock: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4)
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- dock: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.)
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- dock: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff.
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- dock: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar()
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- dock: B- tab bar: make selected tab always shows its full title?
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- dock: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8)
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- dock: B- nav: design interactions so nav controls can dock/undock
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- dock: B- dockspace: flag to lock the dock tree and/or sizes
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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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- tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
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48
imgui.cpp
48
imgui.cpp
@ -9539,31 +9539,6 @@ void ImGui::EndDragDropTarget()
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// Docking: Begin/End Functions (called from Begin/End)
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// Docking: Settings
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//-----------------------------------------------------------------------------
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// TODO:
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// A~ document root node resizing behavior incorrect
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// A~ document root node retrieval of ID ?
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// B- full rebuild loses viewport of floating dock nodes
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// B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them
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// A~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete)
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// B- implicit, invisible per-viewport dockspace to dock to.
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// B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
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// A- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows) should show a normal title bar (not a tab bar)
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// B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All
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// B~ tidy up tab list popup buttons (see old ImGuiTabBarFlags_NoTabListPopupButton code)
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// B- DockSpace() border issues
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// B- inconsistent clipping/border 1-pixel issue (#2)
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// B- fix/disable auto-resize grip on split host nodes (~#2)
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// B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4)
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// B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.)
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// B- dpi: look at interaction with the hi-dpi and multi-dpi stuff.
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// B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar()
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// B- tab bar: make selected tab always shows its full title?
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// B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8)
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// B- 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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// B- nav: design interactions so nav controls can dock/undock
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// B- dockspace: flag to lock the dock tree and/or sizes
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// C- 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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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Docking: Internal Types
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@ -9831,7 +9806,7 @@ static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID
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static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
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{
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// Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
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if (id == (ImGuiID)-1)
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if (id == 0)
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{
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// FIXME-OPT: This is suboptimal, even if the node count is small enough not to be a worry. We could poke in ctx->Nodes to find a suitable ID faster.
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id = 0x0001;
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@ -10045,7 +10020,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
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// Create new node and add existing window to it
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if (target_node == NULL)
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{
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target_node = DockContextAddNode(ctx, (ImGuiID)-1);
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target_node = DockContextAddNode(ctx, 0);
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target_node->Pos = target_window->Pos;
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target_node->Size = target_window->Size;
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if (target_window->DockNodeAsHost == NULL)
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@ -10156,7 +10131,7 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
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if (node->IsRootNode())
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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, (ImGuiID)-1);
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ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
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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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@ -10879,11 +10854,11 @@ static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_win
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ImGuiDockFamily* host_family = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->DockFamily : &host_window->DockFamily;
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ImGuiDockFamily* payload_family = &payload->DockFamily;
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if (host_family->FamilyId != payload_family->FamilyId)
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if (host_family->ID != payload_family->ID)
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{
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if (host_family->FamilyId != 0 && host_family->CompatibleWithFamilyZero && payload_family->FamilyId == 0)
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if (host_family->ID != 0 && host_family->CompatibleWithFamilyZero && payload_family->ID == 0)
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return true;
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if (payload_family->FamilyId != 0 && payload_family->CompatibleWithFamilyZero && host_family->FamilyId == 0)
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if (payload_family->ID != 0 && payload_family->CompatibleWithFamilyZero && host_family->ID == 0)
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return true;
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return false;
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}
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@ -11170,10 +11145,10 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG
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{
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IM_ASSERT(split_axis != ImGuiAxis_None);
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ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, (ImGuiID)-1);
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ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
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child_0->ParentNode = parent_node;
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ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, (ImGuiID)-1);
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ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
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child_1->ParentNode = parent_node;
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ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
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@ -11970,8 +11945,6 @@ static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettings
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if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
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if (sscanf(line, " DocRoot=%d%n", &x, &r) == 1) { line += r; node.IsDocumentRoot = (x != 0); }
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if (sscanf(line, " SelectedTab=0x%08X%n", &node.SelectedTabID,&r) == 1) { line += r; }
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//if (node.ParentID == 0 && node.SplitAxis == ImGuiAxis_None)
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// return;
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ImGuiDockContext* dc = ctx->DockContext;
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if (node.ParentID != 0)
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if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentID))
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@ -12035,7 +12008,8 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings
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if (node_settings->SelectedTabID)
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buf->appendf(" SelectedTab=0x%08X", node_settings->SelectedTabID);
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#if 0 // [DEBUG] Include comments in the .ini file to ease debugging
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#if 0
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// [DEBUG] Include comments in the .ini file to ease debugging
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if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
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{
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buf->appendf("%*s", ImMax(2, (line_start_pos + 90) - buf->size()), ""); // Align everything
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@ -12441,7 +12415,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
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settings->ViewportPos = window->ViewportPos;
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IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
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settings->DockId = window->DockId;
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settings->DockFamilyId = window->DockFamily.FamilyId;
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settings->DockFamilyId = window->DockFamily.ID;
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settings->DockOrder = window->DockOrder;
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settings->Collapsed = window->Collapsed;
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}
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4
imgui.h
4
imgui.h
@ -1568,10 +1568,10 @@ struct ImGuiSizeCallbackData
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// For SetNextWindowDockFamily() and DockSpace() function
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struct ImGuiDockFamily
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{
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ImGuiID FamilyId; // 0 = unaffiliated
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ImGuiID ID; // 0 = unaffiliated
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bool CompatibleWithFamilyZero; // true = can be docked/merged with an unaffiliated window
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ImGuiDockFamily() { FamilyId = 0; CompatibleWithFamilyZero = true; }
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ImGuiDockFamily() { ID = 0; CompatibleWithFamilyZero = true; }
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};
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// Data payload for Drag and Drop operations
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