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https://github.com/ocornut/imgui.git
synced 2024-11-16 20:07:18 +01:00
Docking, Viewports: Moving code.
Moved NewFrame() sanity checks in NewFrameSanityChecks(). Moved some of DockNodeUpdate() into DockNodeUpdateForRootNode().
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parent
71a58261f6
commit
4dff49b2f1
98
imgui.cpp
98
imgui.cpp
@ -3693,22 +3693,8 @@ static void NewFrameSanityChecks()
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// Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
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if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
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g.IO.ConfigWindowsResizeFromEdges = false;
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}
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void ImGui::NewFrame()
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{
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IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
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ImGuiContext& g = *GImGui;
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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ImGuiTestEngineHook_PreNewFrame(&g);
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#endif
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// Check and assert for various common IO and Configuration mistakes
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NewFrameSanityChecks();
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// Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
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g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
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if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
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IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
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if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
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@ -3720,12 +3706,12 @@ void ImGui::NewFrame()
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if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
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{
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IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
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IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
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IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
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IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
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if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
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@ -3750,6 +3736,20 @@ void ImGui::NewFrame()
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IM_ASSERT(mon.DpiScale != 0.0f);
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}
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}
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}
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void ImGui::NewFrame()
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{
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IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
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ImGuiContext& g = *GImGui;
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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ImGuiTestEngineHook_PreNewFrame(&g);
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#endif
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// Check and assert for various common IO and Configuration mistakes
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g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
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NewFrameSanityChecks();
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g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
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// Load settings on first frame (if not explicitly loaded manually before)
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@ -11232,6 +11232,7 @@ namespace ImGui
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static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
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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 DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
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static void DockNodeAddTabBar(ImGuiDockNode* node);
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@ -12168,7 +12169,6 @@ static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID i
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static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(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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// Inherit most flags
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@ -12247,6 +12247,36 @@ static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWind
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g.ActiveIdClickOffset = backup_active_click_offset;
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}
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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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// 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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// 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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{
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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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if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
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{
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node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
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break;
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}
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}
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}
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static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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{
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ImGuiContext& g = *GImGui;
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@ -12256,33 +12286,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
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node->CentralNode = node->OnlyNodeWithWindows = NULL;
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if (node->IsRootNode())
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{
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DockNodeUpdateVisibleFlagAndInactiveChilds(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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// 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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{
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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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if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
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{
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node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
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break;
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}
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}
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}
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DockNodeUpdateForRootNode(node);
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// Remove tab bar if not needed
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if (node->TabBar && node->IsNoTabBar())
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