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-rw-r--r--3rdparty/imgui/source/imgui.cpp6389
1 files changed, 6060 insertions, 329 deletions
diff --git a/3rdparty/imgui/source/imgui.cpp b/3rdparty/imgui/source/imgui.cpp
index efa6960..69e63e6 100644
--- a/3rdparty/imgui/source/imgui.cpp
+++ b/3rdparty/imgui/source/imgui.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.87
+// dear imgui, 1.88 WIP
// (main code and documentation)
// Help:
@@ -80,7 +80,8 @@ CODE
// [SECTION] DRAG AND DROP
// [SECTION] LOGGING/CAPTURING
// [SECTION] SETTINGS
-// [SECTION] VIEWPORTS
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+// [SECTION] DOCKING
// [SECTION] PLATFORM DEPENDENT HELPERS
// [SECTION] METRICS/DEBUGGER WINDOW
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
@@ -101,6 +102,7 @@ CODE
- Easy to hack and improve.
- Minimize setup and maintenance.
- Minimize state storage on user side.
+ - Minimize state synchronization.
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
- Efficient runtime and memory consumption.
@@ -291,6 +293,7 @@ CODE
void void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
+ // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
@@ -384,6 +387,14 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
+(Docking/Viewport Branch)
+ - 2021/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
+ - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
+ you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
+ - likewise io.MousePos and GetMousePos() will use OS coordinates.
+ If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
+
+ - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
- 2022/01/20 (1.87) - inputs: reworded gamepad IO.
- Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
- 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
@@ -392,6 +403,7 @@ CODE
- Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
- Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent()
- Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
+ note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
@@ -912,6 +924,10 @@ static const float WINDOWS_HOVER_PADDING = 4.0f; // Exten
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
+// Docking
+static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
+static const float DOCKING_SPLITTER_SIZE = 2.0f;
+
//-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS
//-------------------------------------------------------------------------
@@ -973,14 +989,26 @@ static void UpdateMouseInputs();
static void UpdateMouseWheel();
static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
static void RenderWindowOuterBorders(ImGuiWindow* window);
-static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
+static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
static void RenderDimmedBackgrounds();
static ImGuiWindow* FindBlockingModal(ImGuiWindow* window);
// Viewports
+const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
+static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
+static void DestroyViewport(ImGuiViewportP* viewport);
static void UpdateViewportsNewFrame();
+static void UpdateViewportsEndFrame();
+static void WindowSelectViewport(ImGuiWindow* window);
+static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
+static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
+static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
+static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
+static int FindPlatformMonitorForPos(const ImVec2& pos);
+static int FindPlatformMonitorForRect(const ImRect& r);
+static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
}
@@ -1068,7 +1096,7 @@ ImGuiStyle::ImGuiStyle()
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
- AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
+ AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
@@ -1136,6 +1164,18 @@ ImGuiIO::ImGuiIO()
FontAllowUserScaling = false;
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
+ // Docking options (when ImGuiConfigFlags_DockingEnable is set)
+ ConfigDockingNoSplit = false;
+ ConfigDockingWithShift = false;
+ ConfigDockingAlwaysTabBar = false;
+ ConfigDockingTransparentPayload = false;
+
+ // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
+ ConfigViewportsNoAutoMerge = false;
+ ConfigViewportsNoTaskBarIcon = false;
+ ConfigViewportsNoDecoration = true;
+ ConfigViewportsNoDefaultParent = false;
+
// Miscellaneous options
MouseDrawCursor = false;
#ifdef __APPLE__
@@ -1180,7 +1220,7 @@ void ImGuiIO::AddInputCharacter(unsigned int c)
return;
ImGuiInputEvent e;
- e.Type = ImGuiInputEventType_Char;
+ e.Type = ImGuiInputEventType_Text;
e.Source = ImGuiInputSource_Keyboard;
e.Text.Char = c;
g.InputEventsQueue.push_back(e);
@@ -1250,7 +1290,7 @@ void ImGuiIO::ClearInputKeys()
KeysData[n].DownDurationPrev = -1.0f;
}
KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
- KeyMods = KeyModsPrev = ImGuiKeyModFlags_None;
+ KeyMods = ImGuiModFlags_None;
for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++)
NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;
}
@@ -1321,8 +1361,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
// Build native->imgui map so old user code can still call key functions with native 0..511 values.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
- if (ImGui::IsLegacyKey(legacy_key))
- KeyMap[legacy_key] = key;
+ if (!ImGui::IsLegacyKey(legacy_key))
+ return;
+ KeyMap[legacy_key] = key;
+ KeyMap[key] = legacy_key;
#else
IM_UNUSED(key);
IM_UNUSED(native_legacy_index);
@@ -1373,6 +1415,19 @@ void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
g.InputEventsQueue.push_back(e);
}
+void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(&g.IO == this && "Can only add events to current context.");
+ IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
+
+ ImGuiInputEvent e;
+ e.Type = ImGuiInputEventType_MouseViewport;
+ e.Source = ImGuiInputSource_Mouse;
+ e.MouseViewport.HoveredViewportID = viewport_id;
+ g.InputEventsQueue.push_back(e);
+}
+
void ImGuiIO::AddFocusEvent(bool focused)
{
ImGuiContext& g = *GImGui;
@@ -1637,8 +1692,12 @@ const char* ImStrSkipBlank(const char* str)
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
#ifdef IMGUI_USE_STB_SPRINTF
#define STB_SPRINTF_IMPLEMENTATION
+#ifdef IMGUI_STB_SPRINTF_FILENAME
+#include IMGUI_STB_SPRINTF_FILENAME
+#else
#include "stb_sprintf.h"
#endif
+#endif
#if defined(_MSC_VER) && !defined(vsnprintf)
#define vsnprintf _vsnprintf
@@ -2239,18 +2298,15 @@ void ImGuiStorage::SetAllInt(int v)
//-----------------------------------------------------------------------------
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
-ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
+ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
{
+ InputBuf[0] = 0;
+ CountGrep = 0;
if (default_filter)
{
ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
Build();
}
- else
- {
- InputBuf[0] = 0;
- CountGrep = 0;
- }
}
bool ImGuiTextFilter::Draw(const char* label, float width)
@@ -2565,15 +2621,14 @@ void ImGuiListClipper::Begin(int items_count, float items_height)
void ImGuiListClipper::End()
{
- // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
ImGuiContext& g = *GImGui;
- if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
- ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
- ItemsCount = -1;
-
- // Restore temporary buffer and fix back pointers which may be invalidated when nesting
if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
{
+ // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
+ if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
+ ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
+
+ // Restore temporary buffer and fix back pointers which may be invalidated when nesting
IM_ASSERT(data->ListClipper == this);
data->StepNo = data->Ranges.Size;
if (--g.ClipperTempDataStacked > 0)
@@ -2583,6 +2638,7 @@ void ImGuiListClipper::End()
}
TempData = NULL;
}
+ ItemsCount = -1;
}
void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)
@@ -2599,6 +2655,7 @@ bool ImGuiListClipper::Step()
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
+ IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
ImGuiTable* table = g.CurrentTable;
if (table && table->IsInsideRow)
@@ -2715,8 +2772,8 @@ bool ImGuiListClipper::Step()
// Advance the cursor to the end of the list and then returns 'false' to end the loop.
if (ItemsCount < INT_MAX)
ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
- ItemsCount = -1;
+ End();
return false;
}
@@ -2803,6 +2860,11 @@ struct ImGuiStyleVarInfo
void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
};
+static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
+{
+ ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
+};
+
static const ImGuiStyleVarInfo GStyleVarInfo[] =
{
{ ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
@@ -2926,6 +2988,8 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
case ImGuiCol_TabActive: return "TabActive";
case ImGuiCol_TabUnfocused: return "TabUnfocused";
case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
+ case ImGuiCol_DockingPreview: return "DockingPreview";
+ case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
case ImGuiCol_PlotLines: return "PlotLines";
case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
case ImGuiCol_PlotHistogram: return "PlotHistogram";
@@ -3193,6 +3257,34 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl
}
}
+void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
+ ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
+ for (int n = 0; n < g.Viewports.Size; n++)
+ {
+ // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
+ ImVec2 offset, size, uv[4];
+ if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
+ continue;
+ ImGuiViewportP* viewport = g.Viewports[n];
+ const ImVec2 pos = base_pos - offset;
+ const float scale = base_scale * viewport->DpiScale;
+ if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
+ continue;
+ ImDrawList* draw_list = GetForegroundDrawList(viewport);
+ ImTextureID tex_id = font_atlas->TexID;
+ draw_list->PushTextureID(tex_id);
+ draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
+ draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
+ draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
+ draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
+ draw_list->PopTextureID();
+ }
+}
+
+
//-----------------------------------------------------------------------------
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
//-----------------------------------------------------------------------------
@@ -3205,20 +3297,26 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst
NameBufLen = (int)strlen(name) + 1;
ID = ImHashStr(name);
IDStack.push_back(ID);
+ ViewportAllowPlatformMonitorExtend = -1;
+ ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
MoveId = GetID("#MOVE");
+ TabId = GetID("#TAB");
ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
AutoFitFramesX = AutoFitFramesY = -1;
AutoPosLastDirection = ImGuiDir_None;
- SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
+ SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
LastFrameActive = -1;
+ LastFrameJustFocused = -1;
LastTimeActive = -1.0f;
- FontWindowScale = 1.0f;
+ FontWindowScale = FontDpiScale = 1.0f;
SettingsOffset = -1;
+ DockOrder = -1;
DrawList = &DrawListInst;
DrawList->_Data = &context->DrawListSharedData;
DrawList->_OwnerName = Name;
+ IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
}
ImGuiWindow::~ImGuiWindow()
@@ -3232,7 +3330,6 @@ ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
{
ImGuiID seed = IDStack.back();
ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
- ImGui::KeepAliveID(id);
ImGuiContext& g = *GImGui;
if (g.DebugHookIdInfo == id)
ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
@@ -3243,7 +3340,6 @@ ImGuiID ImGuiWindow::GetID(const void* ptr)
{
ImGuiID seed = IDStack.back();
ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
- ImGui::KeepAliveID(id);
ImGuiContext& g = *GImGui;
if (g.DebugHookIdInfo == id)
ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
@@ -3254,37 +3350,6 @@ ImGuiID ImGuiWindow::GetID(int n)
{
ImGuiID seed = IDStack.back();
ImGuiID id = ImHashData(&n, sizeof(n), seed);
- ImGui::KeepAliveID(id);
- ImGuiContext& g = *GImGui;
- if (g.DebugHookIdInfo == id)
- ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
- return id;
-}
-
-ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
-{
- ImGuiID seed = IDStack.back();
- ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
- ImGuiContext& g = *GImGui;
- if (g.DebugHookIdInfo == id)
- ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
- return id;
-}
-
-ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
-{
- ImGuiID seed = IDStack.back();
- ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
- ImGuiContext& g = *GImGui;
- if (g.DebugHookIdInfo == id)
- ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
- return id;
-}
-
-ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
-{
- ImGuiID seed = IDStack.back();
- ImGuiID id = ImHashData(&n, sizeof(n), seed);
ImGuiContext& g = *GImGui;
if (g.DebugHookIdInfo == id)
ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
@@ -3297,7 +3362,6 @@ ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
ImGuiID seed = IDStack.back();
ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
- ImGui::KeepAliveID(id);
return id;
}
@@ -3400,6 +3464,8 @@ ImGuiID ImGui::GetHoveredID()
return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
}
+// This is called by ItemAdd().
+// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
void ImGui::KeepAliveID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
@@ -3428,8 +3494,8 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
// FIXME-OPT: This could be cached/stored within the window.
ImGuiContext& g = *GImGui;
if (g.NavWindow)
- if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
- if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
+ if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
+ if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
{
// For the purpose of those flags we differentiate "standard popup" from "modal popup"
// NB: The order of those two tests is important because Modal windows are also Popups.
@@ -3438,6 +3504,12 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
return false;
}
+
+ // Filter by viewport
+ if (window->Viewport != g.MouseViewport)
+ if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
+ return false;
+
return true;
}
@@ -3448,7 +3520,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- if (g.NavDisableMouseHover && !g.NavDisableHighlight)
+ if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
{
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
@@ -3461,7 +3533,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
return false;
- IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function
+ IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function
// Test if we are hovering the right window (our window could be behind another window)
// [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
@@ -3474,8 +3546,9 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
// Test if another item is active (e.g. being dragged)
if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
- if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
- return false;
+ if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap)
+ if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
+ return false;
// Test if interactions on this window are blocked by an active popup or modal.
// The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
@@ -3487,7 +3560,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
return false;
// Special handling for calling after Begin() which represent the title bar or tab.
- // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
+ // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
+ // will never be overwritten so we need to detect the case.
if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
return false;
}
@@ -3509,8 +3583,6 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
return false;
if (!IsMouseHoveringRect(bb.Min, bb.Max))
return false;
- if (g.NavDisableMouseHover)
- return false;
if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
{
g.HoveredIdDisabled = true;
@@ -3546,6 +3618,9 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
IM_DEBUG_BREAK();
}
+ if (g.NavDisableMouseHover)
+ return false;
+
return true;
}
@@ -3663,20 +3738,23 @@ void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeF
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
{
+ ImGuiContext* prev_ctx = GetCurrentContext();
ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
- if (GImGui == NULL)
- SetCurrentContext(ctx);
- Initialize(ctx);
+ SetCurrentContext(ctx);
+ Initialize();
+ if (prev_ctx != NULL)
+ SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
return ctx;
}
void ImGui::DestroyContext(ImGuiContext* ctx)
{
- if (ctx == NULL)
- ctx = GImGui;
- Shutdown(ctx);
- if (GImGui == ctx)
- SetCurrentContext(NULL);
+ ImGuiContext* prev_ctx = GetCurrentContext();
+ if (ctx == NULL) //-V1051
+ ctx = prev_ctx;
+ SetCurrentContext(ctx);
+ Shutdown();
+ SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
IM_DELETE(ctx);
}
@@ -3716,6 +3794,12 @@ ImGuiIO& ImGui::GetIO()
return GImGui->IO;
}
+ImGuiPlatformIO& ImGui::GetPlatformIO()
+{
+ IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
+ return GImGui->PlatformIO;
+}
+
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
ImDrawData* ImGui::GetDrawData()
{
@@ -3766,7 +3850,7 @@ ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
ImDrawList* ImGui::GetBackgroundDrawList()
{
ImGuiContext& g = *GImGui;
- return GetBackgroundDrawList(g.Viewports[0]);
+ return GetBackgroundDrawList(g.CurrentWindow->Viewport);
}
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
@@ -3777,7 +3861,7 @@ ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
ImDrawList* ImGui::GetForegroundDrawList()
{
ImGuiContext& g = *GImGui;
- return GetForegroundDrawList(g.Viewports[0]);
+ return GetForegroundDrawList(g.CurrentWindow->Viewport);
}
ImDrawListSharedData* ImGui::GetDrawListSharedData()
@@ -3794,17 +3878,46 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
FocusWindow(window);
SetActiveID(window->MoveId, window);
g.NavDisableHighlight = true;
- g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
+ g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
g.ActiveIdNoClearOnFocusLoss = true;
SetActiveIdUsingNavAndKeys();
bool can_move_window = true;
- if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+ if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
can_move_window = false;
+ if (ImGuiDockNode* node = window->DockNodeAsHost)
+ if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
+ can_move_window = false;
if (can_move_window)
g.MovingWindow = window;
}
+// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
+// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
+// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
+void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
+{
+ ImGuiContext& g = *GImGui;
+ bool can_undock_node = false;
+ if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
+ {
+ // Can undock if:
+ // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
+ // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
+ ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+ if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
+ if (undock_floating_node || root_node->IsDockSpace())
+ can_undock_node = true;
+ }
+
+ const bool clicked = IsMouseClicked(0);
+ const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
+ if (can_undock_node && dragging)
+ DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
+ else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
+ StartMouseMovingWindow(window);
+}
+
// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
@@ -3818,20 +3931,43 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
// We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
// We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
KeepAliveID(g.ActiveId);
- IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
- ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
- if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
+ IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
+ ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
+
+ // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
+ const bool window_disappared = (!moving_window->WasActive || moving_window->Viewport == NULL);
+ if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
{
ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
{
MarkIniSettingsDirty(moving_window);
SetWindowPos(moving_window, pos, ImGuiCond_Always);
+ if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
+ {
+ moving_window->Viewport->Pos = pos;
+ moving_window->Viewport->UpdateWorkRect();
+ }
}
FocusWindow(g.MovingWindow);
}
else
{
+ if (!window_disappared)
+ {
+ // Try to merge the window back into the main viewport.
+ // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
+ if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
+ UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
+
+ // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
+ if (!IsDragDropPayloadBeingAccepted())
+ g.MouseViewport = moving_window->Viewport;
+
+ // Clear the NoInput window flag set by the Viewport system
+ moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
+ }
+
g.MovingWindow = NULL;
ClearActiveID();
}
@@ -3861,7 +3997,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
return;
// Click on empty space to focus window and start moving
- // (after we're done with all our widgets)
+ // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
if (g.IO.MouseClicked[0])
{
// Handle the edge case of a popup being closed while clicking in its empty space.
@@ -3874,9 +4010,10 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
StartMouseMovingWindow(g.HoveredWindow); //-V595
// Cancel moving if clicked outside of title bar
- if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
- if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
- g.MovingWindow = NULL;
+ if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
+ if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
+ if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+ g.MovingWindow = NULL;
// Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
if (g.HoveredIdDisabled)
@@ -3902,6 +4039,29 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
}
}
+// This is called during NewFrame()->UpdateViewportsNewFrame() only.
+// Need to keep in sync with SetWindowPos()
+static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
+{
+ window->Pos += delta;
+ window->ClipRect.Translate(delta);
+ window->OuterRectClipped.Translate(delta);
+ window->InnerRect.Translate(delta);
+ window->DC.CursorPos += delta;
+ window->DC.CursorStartPos += delta;
+ window->DC.CursorMaxPos += delta;
+ window->DC.IdealMaxPos += delta;
+}
+
+static void ScaleWindow(ImGuiWindow* window, float scale)
+{
+ ImVec2 origin = window->Viewport->Pos;
+ window->Pos = ImFloor((window->Pos - origin) * scale + origin);
+ window->Size = ImFloor(window->Size * scale);
+ window->SizeFull = ImFloor(window->SizeFull * scale);
+ window->ContentSize = ImFloor(window->ContentSize * scale);
+}
+
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
{
return (window->Active) && (!window->Hidden);
@@ -3912,16 +4072,13 @@ static void ImGui::UpdateKeyboardInputs()
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
- // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
- io.KeyMods = GetMergedKeyModFlags();
-
// Import legacy keys or verify they are not used
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
if (io.BackendUsingLegacyKeyArrays == 0)
{
- // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written too.
- for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
- IM_ASSERT(io.KeysDown[n] == false && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
+ // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
+ for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
+ IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
}
else
{
@@ -3944,6 +4101,8 @@ static void ImGui::UpdateKeyboardInputs()
const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
io.KeysData[key].Down = io.KeysDown[n];
+ if (key != n)
+ io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
io.BackendUsingLegacyKeyArrays = 1;
}
if (io.BackendUsingLegacyKeyArrays == 1)
@@ -3956,6 +4115,9 @@ static void ImGui::UpdateKeyboardInputs()
}
#endif
+ // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
+ io.KeyMods = GetMergedModFlags();
+
// Clear gamepad data if disabled
if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
@@ -4016,13 +4178,16 @@ static void ImGui::UpdateMouseInputs()
io.MouseClickedTime[i] = g.Time;
io.MouseClickedPos[i] = io.MousePos;
io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
+ io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
io.MouseDragMaxDistanceSqr[i] = 0.0f;
}
else if (io.MouseDown[i])
{
// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
- float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;
- io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);
+ ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
+ io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
+ io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
+ io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
}
// We provide io.MouseDoubleClicked[] as a legacy service
@@ -4142,10 +4307,11 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
bool clear_hovered_windows = false;
FindHoveredWindow();
+ IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
// Modal windows prevents mouse from hovering behind them.
ImGuiWindow* modal_window = GetTopMostPopupModal();
- if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))
+ if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
clear_hovered_windows = true;
// Disabled mouse?
@@ -4206,15 +4372,16 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
}
-ImGuiKeyModFlags ImGui::GetMergedKeyModFlags()
+// [Internal] Do not use directly (can read io.KeyMods instead)
+ImGuiModFlags ImGui::GetMergedModFlags()
{
ImGuiContext& g = *GImGui;
- ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None;
- if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; }
- if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; }
- if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; }
- if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; }
- return key_mod_flags;
+ ImGuiModFlags key_mods = ImGuiModFlags_None;
+ if (g.IO.KeyCtrl) { key_mods |= ImGuiModFlags_Ctrl; }
+ if (g.IO.KeyShift) { key_mods |= ImGuiModFlags_Shift; }
+ if (g.IO.KeyAlt) { key_mods |= ImGuiModFlags_Alt; }
+ if (g.IO.KeySuper) { key_mods |= ImGuiModFlags_Super; }
+ return key_mods;
}
void ImGui::NewFrame()
@@ -4231,7 +4398,9 @@ void ImGui::NewFrame()
CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
// Check and assert for various common IO and Configuration mistakes
+ g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
ErrorCheckNewFrameSanityChecks();
+ g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
// Load settings on first frame, save settings when modified (after a delay)
UpdateSettings();
@@ -4253,6 +4422,7 @@ void ImGui::NewFrame()
UpdateViewportsNewFrame();
// Setup current font and draw list shared data
+ // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
g.IO.Fonts->Locked = true;
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
@@ -4276,6 +4446,7 @@ void ImGui::NewFrame()
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
+ viewport->DrawData = NULL;
viewport->DrawDataP.Clear();
}
@@ -4351,6 +4522,10 @@ void ImGui::NewFrame()
// Update mouse input state
UpdateMouseInputs();
+ // Undocking
+ // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
+ DockContextNewFrameUpdateUndocking(&g);
+
// Find hovered window
// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
UpdateHoveredWindowAndCaptureFlags();
@@ -4413,6 +4588,9 @@ void ImGui::NewFrame()
g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
g.GroupStack.resize(0);
+ // Docking
+ DockContextNewFrameUpdateDocking(&g);
+
// [DEBUG] Update debug features
UpdateDebugToolItemPicker();
UpdateDebugToolStackQueries();
@@ -4428,9 +4606,9 @@ void ImGui::NewFrame()
CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
}
-void ImGui::Initialize(ImGuiContext* context)
+void ImGui::Initialize()
{
- ImGuiContext& g = *context;
+ ImGuiContext& g = *GImGui;
IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
// Add .ini handle for ImGuiWindow type
@@ -4443,27 +4621,34 @@ void ImGui::Initialize(ImGuiContext* context)
ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
- g.SettingsHandlers.push_back(ini_handler);
+ AddSettingsHandler(&ini_handler);
}
// Add .ini handle for ImGuiTable type
- TableSettingsInstallHandler(context);
+ TableSettingsAddSettingsHandler();
// Create default viewport
ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
+ viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
+ viewport->Idx = 0;
+ viewport->PlatformWindowCreated = true;
+ viewport->Flags = ImGuiViewportFlags_OwnedByApp;
g.Viewports.push_back(viewport);
+ g.PlatformIO.Viewports.push_back(g.Viewports[0]);
#ifdef IMGUI_HAS_DOCK
+ // Initialize Docking
+ DockContextInitialize(&g);
#endif
g.Initialized = true;
}
// This function is merely here to free heap allocations.
-void ImGui::Shutdown(ImGuiContext* context)
+void ImGui::Shutdown()
{
// The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
- ImGuiContext& g = *context;
+ ImGuiContext& g = *GImGui;
if (g.IO.Fonts && g.FontAtlasOwnedByContext)
{
g.IO.Fonts->Locked = false;
@@ -4477,12 +4662,13 @@ void ImGui::Shutdown(ImGuiContext* context)
// Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
if (g.SettingsLoaded && g.IO.IniFilename != NULL)
- {
- ImGuiContext* backup_context = GImGui;
- SetCurrentContext(&g);
SaveIniSettingsToDisk(g.IO.IniFilename);
- SetCurrentContext(backup_context);
- }
+
+ // Destroy platform windows
+ DestroyPlatformWindows();
+
+ // Shutdown extensions
+ DockContextShutdown(&g);
CallContextHooks(&g, ImGuiContextHookType_Shutdown);
@@ -4503,6 +4689,7 @@ void ImGui::Shutdown(ImGuiContext* context)
g.OpenPopupStack.clear();
g.BeginPopupStack.clear();
+ g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
g.Viewports.clear_delete();
g.TabBars.Clear();
@@ -4601,8 +4788,10 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
{
ImGuiContext& g = *GImGui;
- ImGuiViewportP* viewport = g.Viewports[0];
+ ImGuiViewportP* viewport = window->Viewport;
g.IO.MetricsRenderWindows++;
+ if (window->Flags & ImGuiWindowFlags_DockNodeHost)
+ window->DrawList->ChannelsMerge();
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
@@ -4643,15 +4832,24 @@ void ImDrawDataBuilder::FlattenIntoSingleLayer()
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
{
+ // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
+ // and to allow applications/backends to easily skip rendering.
+ // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
+ // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
+ // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
+ const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0;
+
ImGuiIO& io = ImGui::GetIO();
ImDrawData* draw_data = &viewport->DrawDataP;
+ viewport->DrawData = draw_data; // Make publicly accessible
draw_data->Valid = true;
draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
draw_data->CmdListsCount = draw_lists->Size;
draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
draw_data->DisplayPos = viewport->Pos;
- draw_data->DisplaySize = viewport->Size;
- draw_data->FramebufferScale = io.DisplayFramebufferScale;
+ draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
+ draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
+ draw_data->OwnerViewport = viewport;
for (int n = 0; n < draw_lists->Size; n++)
{
ImDrawList* draw_list = draw_lists->Data[n];
@@ -4681,12 +4879,20 @@ void ImGui::PopClipRect()
window->ClipRect = window->DrawList->_ClipRectStack.back();
}
+static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
+{
+ for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
+ if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
+ return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
+ return window;
+}
+
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
- ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();
+ ImGuiViewportP* viewport = window->Viewport;
ImRect viewport_rect = viewport->GetMainRect();
// Draw behind window by moving the draw command at the FRONT of the draw list
@@ -4694,7 +4900,7 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32
// We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
// and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
// FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
- ImDrawList* draw_list = window->RootWindow->DrawList;
+ ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
if (draw_list->CmdBuffer.Size == 0)
draw_list->AddDrawCmd();
draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
@@ -4706,6 +4912,17 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32
draw_list->PopClipRect();
draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
}
+
+ // Draw over sibling docking nodes in a same docking tree
+ if (window->RootWindow->DockIsActive)
+ {
+ ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
+ if (draw_list->CmdBuffer.Size == 0)
+ draw_list->AddDrawCmd();
+ draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
+ RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
+ draw_list->PopClipRect();
+ }
}
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
@@ -4736,20 +4953,26 @@ static void ImGui::RenderDimmedBackgrounds()
if (!dim_bg_for_modal && !dim_bg_for_window_list)
return;
+ ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
if (dim_bg_for_modal)
{
// Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
+ viewports_already_dimmed[0] = modal_window->Viewport;
}
else if (dim_bg_for_window_list)
{
- // Draw dimming behind CTRL+Tab target window
+ // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
+ if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
+ RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
+ viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
+ viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
// Draw border around CTRL+Tab target window
ImGuiWindow* window = g.NavWindowingTargetAnim;
- ImGuiViewport* viewport = GetMainViewport();
+ ImGuiViewport* viewport = window->Viewport;
float distance = g.FontSize;
ImRect bb = window->Rect();
bb.Expand(distance);
@@ -4761,6 +4984,19 @@ static void ImGui::RenderDimmedBackgrounds()
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
window->DrawList->PopClipRect();
}
+
+ // Draw dimming background on _other_ viewports than the ones our windows are in
+ for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[viewport_n];
+ if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
+ continue;
+ if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
+ continue;
+ ImDrawList* draw_list = GetForegroundDrawList(viewport);
+ const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
+ draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
+ }
}
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
@@ -4780,7 +5016,10 @@ void ImGui::EndFrame()
// Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
- g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData);
+ {
+ ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
+ g.IO.SetPlatformImeDataFn(viewport ? viewport : GetMainViewport(), &g.PlatformImeData);
+ }
// Hide implicit/fallback "Debug" window if it hasn't been used
g.WithinFrameScopeWithImplicitWindow = false;
@@ -4791,6 +5030,11 @@ void ImGui::EndFrame()
// Update navigation: CTRL+Tab, wrap-around requests
NavEndFrame();
+ // Update docking
+ DockContextEndFrame(&g);
+
+ SetCurrentViewport(NULL, NULL);
+
// Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
if (g.DragDropActive)
{
@@ -4815,6 +5059,9 @@ void ImGui::EndFrame()
// Initiate moving window + handle left-click and right-click focus
UpdateMouseMovingWindowEndFrame();
+ // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
+ UpdateViewportsEndFrame();
+
// Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because children may not exist yet
g.WindowsTempSortBuffer.resize(0);
@@ -4838,7 +5085,6 @@ void ImGui::EndFrame()
// Clear Input data for next frame
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
g.IO.InputQueueCharacters.resize(0);
- g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it.
memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
@@ -4869,13 +5115,9 @@ void ImGui::Render()
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
}
- // Draw modal/window whitening backgrounds
- if (first_render_of_frame)
- RenderDimmedBackgrounds();
-
// Add ImDrawList to render
ImGuiWindow* windows_to_render_top_most[2];
- windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
+ windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
for (int n = 0; n != g.Windows.Size; n++)
{
@@ -4888,6 +5130,14 @@ void ImGui::Render()
if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
AddRootWindowToDrawData(windows_to_render_top_most[n]);
+ // Draw modal/window whitening backgrounds
+ if (first_render_of_frame)
+ RenderDimmedBackgrounds();
+
+ // Draw software mouse cursor if requested by io.MouseDrawCursor flag
+ if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
+ RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
+
// Setup ImDrawData structures for end-user
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
for (int n = 0; n < g.Viewports.Size; n++)
@@ -4895,16 +5145,12 @@ void ImGui::Render()
ImGuiViewportP* viewport = g.Viewports[n];
viewport->DrawDataBuilder.FlattenIntoSingleLayer();
- // Draw software mouse cursor if requested by io.MouseDrawCursor flag
- if (g.IO.MouseDrawCursor && first_render_of_frame)
- RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
-
// Add foreground ImDrawList (for each active viewport)
if (viewport->DrawLists[1] != NULL)
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
- ImDrawData* draw_data = &viewport->DrawDataP;
+ ImDrawData* draw_data = viewport->DrawData;
g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
}
@@ -4948,6 +5194,11 @@ static void FindHoveredWindow()
{
ImGuiContext& g = *GImGui;
+ // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
+ ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
+ if (g.MovingWindow)
+ g.MovingWindow->Viewport = g.MouseViewport;
+
ImGuiWindow* hovered_window = NULL;
ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
@@ -4963,6 +5214,9 @@ static void FindHoveredWindow()
continue;
if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
continue;
+ IM_ASSERT(window->Viewport);
+ if (window->Viewport != g.MouseViewport)
+ continue;
// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
ImRect bb(window->OuterRectClipped);
@@ -4986,7 +5240,7 @@ static void FindHoveredWindow()
if (hovered_window == NULL)
hovered_window = window;
IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
- if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
+ if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
hovered_window_ignoring_moving_window = window;
if (hovered_window && hovered_window_ignoring_moving_window)
break;
@@ -4994,6 +5248,9 @@ static void FindHoveredWindow()
g.HoveredWindow = hovered_window;
g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
+
+ if (g.MovingWindow)
+ g.MovingWindow->Viewport = moving_window_viewport;
}
bool ImGui::IsItemActive()
@@ -5033,6 +5290,13 @@ bool ImGui::IsItemFocused()
ImGuiContext& g = *GImGui;
if (g.NavId != g.LastItemData.ID || g.NavId == 0)
return false;
+
+ // Special handling for the dummy item after Begin() which represent the title bar or tab.
+ // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
+ ImGuiWindow* window = g.CurrentWindow;
+ if (g.LastItemData.ID == window->ID && window->WriteAccessed)
+ return false;
+
return true;
}
@@ -5140,7 +5404,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
ImGuiContext& g = *GImGui;
ImGuiWindow* parent_window = g.CurrentWindow;
- flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;
+ flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
// Size
@@ -5268,6 +5532,7 @@ static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, b
window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags);
window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
+ window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags);
}
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
@@ -5284,10 +5549,19 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name)
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
{
- window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));
+ const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ window->ViewportPos = main_viewport->Pos;
+ if (settings->ViewportId)
+ {
+ window->ViewportId = settings->ViewportId;
+ window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
+ }
+ window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
if (settings->Size.x > 0 && settings->Size.y > 0)
window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
window->Collapsed = settings->Collapsed;
+ window->DockId = settings->DockId;
+ window->DockOrder = settings->DockOrder;
}
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
@@ -5326,6 +5600,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
// Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
window->Pos = main_viewport->Pos + ImVec2(60, 60);
+ window->ViewportPos = main_viewport->Pos;
// User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
@@ -5336,7 +5611,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
ApplyWindowSettings(window, settings);
}
- window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values
+ window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
{
@@ -5361,6 +5636,16 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
return window;
}
+static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
+{
+ return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
+}
+
+static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
+{
+ return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
+}
+
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
{
ImGuiContext& g = *GImGui;
@@ -5388,7 +5673,7 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s
// Minimum size
if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
{
- ImGuiWindow* window_for_height = window;
+ ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight();
new_size = ImMax(new_size, g.Style.WindowMinSize);
new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
@@ -5438,7 +5723,12 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
// FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?
- ImVec2 avail_size = ImGui::GetMainViewport()->Size;
+ ImVec2 avail_size = window->Viewport->Size;
+ if (window->ViewportOwned)
+ avail_size = ImVec2(FLT_MAX, FLT_MAX);
+ const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
+ if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
+ avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
@@ -5468,7 +5758,7 @@ static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
{
if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
return ImGuiCol_PopupBg;
- if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
return ImGuiCol_ChildBg;
return ImGuiCol_WindowBg;
}
@@ -5534,7 +5824,7 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
{
IM_ASSERT(n >= 0 && n < 4);
- ImGuiID id = window->ID;
+ ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
id = ImHashStr("#RESIZE", 0, id);
id = ImHashData(&n, sizeof(int), id);
return id;
@@ -5545,7 +5835,7 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
{
IM_ASSERT(dir >= 0 && dir < 4);
int n = (int)dir + 4;
- ImGuiID id = window->ID;
+ ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
id = ImHashStr("#RESIZE", 0, id);
id = ImHashData(&n, sizeof(int), id);
return id;
@@ -5572,6 +5862,16 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
+ // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
+ // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
+ // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
+ // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
+ // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
+ // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
+ const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
+ if (clip_with_viewport_rect)
+ window->ClipRect = window->Viewport->GetMainRect();
+
// Resize grips and borders are on layer 1
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
@@ -5588,6 +5888,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
+ KeepAliveID(resize_grip_id);
ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
if (hovered || held)
@@ -5623,6 +5924,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
bool hovered, held;
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
+ KeepAliveID(border_id);
ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
@@ -5647,7 +5949,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
// Navigation resize (keyboard/gamepad)
- if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
+ if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
{
ImVec2 nav_resize_delta;
if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
@@ -5687,8 +5989,8 @@ static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility
{
ImGuiContext& g = *GImGui;
ImVec2 size_for_clamping = window->Size;
- if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
- size_for_clamping.y = window->TitleBarHeight();
+ if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
+ size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
}
@@ -5709,7 +6011,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
}
- if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
{
float y = window->Pos.y + window->TitleBarHeight() - 1;
window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
@@ -5718,7 +6020,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
// Draw background and borders
// Draw and handle scrollbars
-void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
+void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
@@ -5746,21 +6048,57 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
// Window background
if (!(flags & ImGuiWindowFlags_NoBackground))
{
+ bool is_docking_transparent_payload = false;
+ if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
+ if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
+ is_docking_transparent_payload = true;
+
ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
- bool override_alpha = false;
- float alpha = 1.0f;
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
+ if (window->ViewportOwned)
{
- alpha = g.NextWindowData.BgAlphaVal;
- override_alpha = true;
+ // No alpha
+ bg_col = (bg_col | IM_COL32_A_MASK);
+ if (is_docking_transparent_payload)
+ window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
}
- if (override_alpha)
- bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
- window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
+ else
+ {
+ // Adjust alpha. For docking
+ bool override_alpha = false;
+ float alpha = 1.0f;
+ if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
+ {
+ alpha = g.NextWindowData.BgAlphaVal;
+ override_alpha = true;
+ }
+ if (is_docking_transparent_payload)
+ {
+ alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
+ override_alpha = true;
+ }
+ if (override_alpha)
+ bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
+ }
+
+ // Render, for docked windows and host windows we ensure bg goes before decorations
+ ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
+ if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
+ bg_draw_list->ChannelsSetCurrent(0);
+ if (window->DockIsActive)
+ window->DockNode->LastBgColor = bg_col;
+
+ bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
+
+ if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
+ bg_draw_list->ChannelsSetCurrent(1);
}
+ if (window->DockIsActive)
+ window->DockNode->IsBgDrawnThisFrame = true;
// Title bar
- if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
+ // in order for their pos/size to be matching their undocking state.)
+ if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
{
ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
@@ -5776,6 +6114,25 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
}
+ // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
+ ImGuiDockNode* node = window->DockNode;
+ if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
+ {
+ float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
+ float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
+ ImVec2 p = node->Pos;
+ ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
+ bool hovered, held;
+ if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren))
+ node->WantHiddenTabBarToggle = true;
+ else if (held && IsMouseDragging(0))
+ StartMouseMovingWindowOrNode(window, node, true);
+
+ // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
+ ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+ window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
+ }
+
// Scrollbars
if (window->ScrollbarX)
Scrollbar(ImGuiAxis_X);
@@ -5783,7 +6140,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
Scrollbar(ImGuiAxis_Y);
// Render resize grips (after their input handling so we don't have a frame of latency)
- if (!(flags & ImGuiWindowFlags_NoResize))
+ if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
{
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
@@ -5796,12 +6153,14 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
}
}
- // Borders
- RenderWindowOuterBorders(window);
+ // Borders (for dock node host they will be rendered over after the tab bar)
+ if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
+ RenderWindowOuterBorders(window);
}
}
// Render title text, collapse button, close button
+// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
{
ImGuiContext& g = *GImGui;
@@ -5842,7 +6201,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
// Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
if (has_collapse_button)
- if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))
+ if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
// Close button
@@ -5893,9 +6252,13 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
{
window->ParentWindow = parent_window;
- window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
+ window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
- window->RootWindow = parent_window->RootWindow;
+ {
+ window->RootWindowDockTree = parent_window->RootWindowDockTree;
+ if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
+ window->RootWindow = parent_window->RootWindow;
+ }
if (parent_window && (flags & ImGuiWindowFlags_Popup))
window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
@@ -5973,21 +6336,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
- // Update the Appearing flag
- bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+ // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
+ bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
window_just_activated_by_user |= (window != popup_ref.Window);
}
- window->Appearing = window_just_activated_by_user;
- if (window->Appearing)
- SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
// Update Flags, LastFrameActive, BeginOrderXXX fields
+ const bool window_was_appearing = window->Appearing;
if (first_begin_of_the_frame)
{
+ window->Appearing = window_just_activated_by_user;
+ if (window->Appearing)
+ SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+
+ window->FlagsPreviousFrame = window->Flags;
window->Flags = (ImGuiWindowFlags)flags;
window->LastFrameActive = current_frame;
window->LastTimeActive = (float)g.Time;
@@ -5999,8 +6365,42 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
flags = window->Flags;
}
+ // Docking
+ // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
+ IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
+ if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
+ SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
+ if (first_begin_of_the_frame)
+ {
+ bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
+ bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
+ bool dock_node_was_visible = window->DockNodeIsVisible;
+ bool dock_tab_was_visible = window->DockTabIsVisible;
+ if (has_dock_node || new_auto_dock_node)
+ {
+ BeginDocked(window, p_open);
+ flags = window->Flags;
+ if (window->DockIsActive)
+ {
+ IM_ASSERT(window->DockNode != NULL);
+ g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
+ }
+
+ // Amend the Appearing flag
+ if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
+ {
+ window->Appearing = true;
+ SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+ }
+ }
+ else
+ {
+ window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
+ }
+ }
+
// Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
- ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
+ ImGuiWindow* parent_window_in_stack = window->DockIsActive ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
@@ -6078,6 +6478,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
else if (first_begin_of_the_frame)
window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
+ if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
+ window->WindowClass = g.NextWindowData.WindowClass;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
@@ -6097,6 +6499,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->IDStack.resize(1);
window->DrawList->_ResetForNewFrame();
window->DC.CurrentTableIdx = -1;
+ if (flags & ImGuiWindowFlags_DockNodeHost)
+ {
+ window->DrawList->ChannelsSplit(2);
+ window->DrawList->ChannelsSetCurrent(1); // Render decorations on channel 1 as we will render the backgrounds manually later
+ }
// Restore buffer capacity when woken from a compacted state, to avoid
if (window->MemoryCompacted)
@@ -6105,7 +6512,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
// The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
bool window_title_visible_elsewhere = false;
- if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
+ if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
+ window_title_visible_elsewhere = true;
+ else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
window_title_visible_elsewhere = true;
if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
{
@@ -6118,6 +6527,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Update contents size from last frame for auto-fitting (or use explicit size)
CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
+
+ // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
+ // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
+ // it has a single usage before this code block and may be set below before it is finally checked.
if (window->HiddenFramesCanSkipItems > 0)
window->HiddenFramesCanSkipItems--;
if (window->HiddenFramesCannotSkipItems > 0)
@@ -6145,18 +6558,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
// SELECT VIEWPORT
- // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
+ // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
+
+ WindowSelectViewport(window);
+ SetCurrentViewport(window, window->Viewport);
+ window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
SetCurrentWindow(window);
+ flags = window->Flags;
// LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
+ // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
if (flags & ImGuiWindowFlags_ChildWindow)
window->WindowBorderSize = style.ChildBorderSize;
else
window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
- window->WindowPadding = style.WindowPadding;
- if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
+ if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
+ else
+ window->WindowPadding = style.WindowPadding;
// Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
@@ -6164,7 +6584,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Collapse window by double-clicking on title bar
// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
- if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
+ if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
{
// We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
ImRect title_bar_rect = window->TitleBarRect();
@@ -6257,24 +6677,57 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
window->Pos = FindBestWindowPosForPopup(window);
+ // Late create viewport if we don't fit within our current host viewport.
+ if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized))
+ if (!window->Viewport->GetMainRect().Contains(window->Rect()))
+ {
+ // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
+ //ImGuiViewport* old_viewport = window->Viewport;
+ window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
+
+ // FIXME-DPI
+ //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
+ SetCurrentViewport(window, window->Viewport);
+ window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
+ SetCurrentWindow(window);
+ }
+
+ if (window->ViewportOwned)
+ WindowSyncOwnedViewport(window, parent_window_in_stack);
+
// Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
// When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
- ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
- ImRect viewport_rect(viewport->GetMainRect());
- ImRect viewport_work_rect(viewport->GetWorkRect());
+ ImRect viewport_rect(window->Viewport->GetMainRect());
+ ImRect viewport_work_rect(window->Viewport->GetWorkRect());
ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
// Clamp position/size so window stays visible within its viewport or monitor
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+ // FIXME: Similar to code in GetWindowAllowedExtentRect()
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
- if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
+ {
+ if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
+ {
ClampWindowRect(window, visibility_rect);
+ }
+ else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
+ {
+ // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
+ const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
+ visibility_rect.Min = monitor->WorkPos + visibility_padding;
+ visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
+ ClampWindowRect(window, visibility_rect);
+ }
+ }
window->Pos = ImFloor(window->Pos);
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
// Large values tend to lead to variety of artifacts and are not recommended.
- window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
+ if (window->ViewportOwned || window->DockIsActive)
+ window->WindowRounding = 0.0f;
+ else
+ window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
// For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
//if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
@@ -6286,7 +6739,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
if (flags & ImGuiWindowFlags_Popup)
want_focus = true;
- else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
+ else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
want_focus = true;
ImGuiWindow* modal = GetTopMostPopupModal();
@@ -6318,16 +6771,33 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
#endif
+ // Decide if we are going to handle borders and resize grips
+ const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
+
// Handle manual resize: Resize Grips, Borders, Gamepad
int border_held = -1;
ImU32 resize_grip_col[4] = {};
const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
- if (!window->Collapsed)
+ if (handle_borders_and_resize_grips && !window->Collapsed)
if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
window->ResizeBorderHeld = (signed char)border_held;
+ // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
+ if (window->ViewportOwned)
+ {
+ if (!window->Viewport->PlatformRequestMove)
+ window->Viewport->Pos = window->Pos;
+ if (!window->Viewport->PlatformRequestResize)
+ window->Viewport->Size = window->Size;
+ window->Viewport->UpdateWorkRect();
+ viewport_rect = window->Viewport->GetMainRect();
+ }
+
+ // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
+ window->ViewportPos = window->Viewport->Pos;
+
// SCROLLBAR VISIBILITY
// Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
@@ -6361,6 +6831,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const ImRect outer_rect = window->Rect();
const ImRect title_bar_rect = window->TitleBarRect();
window->OuterRectClipped = outer_rect;
+ if (window->DockIsActive)
+ window->OuterRectClipped.Min.y += window->TitleBarHeight();
window->OuterRectClipped.ClipWith(host_rect);
// Inner rectangle
@@ -6416,6 +6888,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
// When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
// FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
+ const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
+ if (is_undocked_or_docked_visible)
{
bool render_decorations_in_parent = false;
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
@@ -6433,8 +6907,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Handle title bar, scrollbar, resize grips and resize borders
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
- const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
- RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
+ const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
+ RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
if (render_decorations_in_parent)
window->DrawList = &window->DrawListInst;
@@ -6484,10 +6958,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.IdealMaxPos = window->DC.CursorStartPos;
window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
+ window->DC.IsSameLine = false;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
- window->DC.NavLayersActiveMaskNext = 0x00;
window->DC.NavHideHighlightOneFrame = false;
window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
@@ -6518,8 +6992,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
}
+ // Close requested by platform window
+ if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
+ {
+ if (!window->DockIsActive || window->DockTabIsVisible)
+ {
+ window->Viewport->PlatformRequestClose = false;
+ g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue.
+ IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' PlatformRequestClose\n", window->Name);
+ *p_open = false;
+ }
+ }
+
// Title bar
- if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
// Clear hit test shape every frame
@@ -6535,9 +7021,27 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
LogToClipboard();
*/
+ if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
+ {
+ // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
+ // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
+ if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
+ if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
+ BeginDockableDragDropSource(window);
+
+ // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
+ if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
+ if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
+ if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
+ BeginDockableDragDropTarget(window);
+ }
+
// We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
// This is useful to allow creating context menus on title bar only, etc.
- SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
+ if (window->DockIsActive)
+ SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
+ else
+ SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
// [Test Engine] Register title bar / tab
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
@@ -6546,13 +7050,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else
{
// Append
+ SetCurrentViewport(window, window->Viewport);
SetCurrentWindow(window);
}
// Pull/inherit current state
window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595
- PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
+ if (!(flags & ImGuiWindowFlags_DockNodeHost))
+ PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
window->WriteAccessed = false;
@@ -6562,11 +7068,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Update visibility
if (first_begin_of_the_frame)
{
+ // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
+ // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
+ // This is analogous to regular windows being hidden from one frame.
+ // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
+ if (window->DockIsActive && !window->DockTabIsVisible)
+ {
+ if (window->LastFrameJustFocused == g.FrameCount)
+ window->HiddenFramesCannotSkipItems = 1;
+ else
+ window->HiddenFramesCanSkipItems = 1;
+ }
+
if (flags & ImGuiWindowFlags_ChildWindow)
{
// Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
- IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+ IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
{
const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
@@ -6603,6 +7121,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
skip_items = true;
window->SkipItems = skip_items;
+
+ // Only clear NavLayersActiveMaskNext when marked as visible, so a CTRL+Tab back can use a safe value.
+ if (!window->SkipItems)
+ window->DC.NavLayersActiveMaskNext = 0x00;
+
+ // Sanity check: there are two spots which can set Appearing = true
+ // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
+ // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
+ if (window->SkipItems && !window->Appearing)
+ IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
}
return !window->SkipItems;
@@ -6622,18 +7150,24 @@ void ImGui::End()
IM_ASSERT(g.CurrentWindowStack.Size > 0);
// Error checking: verify that user doesn't directly call End() on a child window.
- if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
// Close anything that is open
if (window->DC.CurrentColumns)
EndColumns();
- PopClipRect(); // Inner window clip rectangle
+ if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle
+ PopClipRect();
// Stop logging
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
LogFinish();
+ // Docking: report contents sizes to parent to allow for auto-resize
+ if (window->DockNode && window->DockTabIsVisible)
+ if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK
+ host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
+
// Pop from window stack
g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
if (window->Flags & ImGuiWindowFlags_ChildMenu)
@@ -6643,6 +7177,8 @@ void ImGui::End()
g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState();
g.CurrentWindowStack.pop_back();
SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
+ if (g.CurrentWindow)
+ SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
}
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
@@ -6670,7 +7206,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* current_front_window = g.Windows.back();
- if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
+ if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
return;
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
if (g.Windows[i] == window)
@@ -6746,24 +7282,32 @@ void ImGui::FocusWindow(ImGuiWindow* window)
ClosePopupsOverWindow(window, false);
// Move the root window to the top of the pile
- IM_ASSERT(window == NULL || window->RootWindow != NULL);
- ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
- ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
+ IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
+ ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
+ ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
+ ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
+ bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
// Steal active widgets. Some of the cases it triggers includes:
// - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
// - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
+ // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
- if (!g.ActiveIdNoClearOnFocusLoss)
+ if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
ClearActiveID();
// Passing NULL allow to disable keyboard focus
if (!window)
return;
+ window->LastFrameJustFocused = g.FrameCount;
+
+ // Select in dock node
+ if (dock_node && dock_node->TabBar)
+ dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
// Bring to front
BringWindowToFocusFront(focus_front_window);
- if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+ if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
BringWindowToDisplayFront(display_front_window);
}
@@ -6790,6 +7334,10 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
if (window != ignore_window && window->WasActive)
if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
{
+ // FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
+ // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
+ // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
+ // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
FocusWindow(focus_window);
return;
@@ -6923,7 +7471,7 @@ void ImGui::PopTextWrapPos()
window->DC.TextWrapPosStack.pop_back();
}
-static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)
+static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
{
ImGuiWindow* last_window = NULL;
while (last_window != window)
@@ -6932,13 +7480,15 @@ static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierar
window = window->RootWindow;
if (popup_hierarchy)
window = window->RootWindowPopupTree;
- }
+ if (dock_hierarchy)
+ window = window->RootWindowDockTree;
+ }
return window;
}
-bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)
+bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
{
- ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);
+ ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
if (window_root == potential_parent)
return true;
while (window != NULL)
@@ -6998,12 +7548,13 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
{
IM_ASSERT(cur_window); // Not inside a Begin()/End()
const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
+ const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
if (flags & ImGuiHoveredFlags_RootWindow)
- cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+ cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
bool result;
if (flags & ImGuiHoveredFlags_ChildWindows)
- result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+ result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
else
result = (ref_window == cur_window);
if (!result)
@@ -7031,15 +7582,28 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
IM_ASSERT(cur_window); // Not inside a Begin()/End()
const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
+ const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
if (flags & ImGuiHoveredFlags_RootWindow)
- cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+ cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
if (flags & ImGuiHoveredFlags_ChildWindows)
- return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+ return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
else
return (ref_window == cur_window);
}
+ImGuiID ImGui::GetWindowDockID()
+{
+ ImGuiContext& g = *GImGui;
+ return g.CurrentWindow->DockId;
+}
+
+bool ImGui::IsWindowDocked()
+{
+ ImGuiContext& g = *GImGui;
+ return g.CurrentWindow->DockIsActive;
+}
+
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
@@ -7081,6 +7645,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
const ImVec2 old_pos = window->Pos;
window->Pos = ImFloor(pos);
ImVec2 offset = window->Pos - old_pos;
+ // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
window->DC.IdealMaxPos += offset;
@@ -7215,6 +7780,7 @@ void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pi
g.NextWindowData.PosVal = pos;
g.NextWindowData.PosPivotVal = pivot;
g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
+ g.NextWindowData.PosUndock = true;
}
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
@@ -7273,12 +7839,48 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
g.NextWindowData.BgAlphaVal = alpha;
}
+void ImGui::SetNextWindowViewport(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
+ g.NextWindowData.ViewportId = id;
+}
+
+void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
+ g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
+ g.NextWindowData.DockId = id;
+}
+
+void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
+ g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
+ g.NextWindowData.WindowClass = *window_class;
+}
+
ImDrawList* ImGui::GetWindowDrawList()
{
ImGuiWindow* window = GetCurrentWindow();
return window->DrawList;
}
+float ImGui::GetWindowDpiScale()
+{
+ ImGuiContext& g = *GImGui;
+ return g.CurrentDpiScale;
+}
+
+ImGuiViewport* ImGui::GetWindowViewport()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
+ return g.CurrentViewport;
+}
+
ImFont* ImGui::GetFont()
{
return GImGui->Font;
@@ -7381,7 +7983,7 @@ void ImGui::PushID(const char* str_id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- ImGuiID id = window->GetIDNoKeepAlive(str_id);
+ ImGuiID id = window->GetID(str_id);
window->IDStack.push_back(id);
}
@@ -7389,7 +7991,7 @@ void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end);
+ ImGuiID id = window->GetID(str_id_begin, str_id_end);
window->IDStack.push_back(id);
}
@@ -7397,7 +7999,7 @@ void ImGui::PushID(const void* ptr_id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- ImGuiID id = window->GetIDNoKeepAlive(ptr_id);
+ ImGuiID id = window->GetID(ptr_id);
window->IDStack.push_back(id);
}
@@ -7405,7 +8007,7 @@ void ImGui::PushID(int int_id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- ImGuiID id = window->GetIDNoKeepAlive(int_id);
+ ImGuiID id = window->GetID(int_id);
window->IDStack.push_back(id);
}
@@ -7490,6 +8092,8 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
if (!rect_for_touch.Contains(g.IO.MousePos))
return false;
+ if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
+ return false;
return true;
}
@@ -7631,14 +8235,8 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
const float t = g.IO.MouseDownDuration[button];
if (t == 0.0f)
return true;
-
if (repeat && t > g.IO.KeyRepeatDelay)
- {
- // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.
- int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f);
- if (amount > 0)
- return true;
- }
+ return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
return false;
}
@@ -7774,8 +8372,18 @@ static const char* GetInputSourceName(ImGuiInputSource source)
return input_source_names[source];
}
+/*static void DebugLogInputEvent(const char* prefix, const ImGuiInputEvent* e)
+{
+ if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
+ if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
+ if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
+ if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
+ if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
+ if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
+}*/
// Process input queue
+// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
@@ -7783,7 +8391,12 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
- bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false;
+ // Only trickle chars<>key when working with InputText()
+ // FIXME: InputText() could parse event trail?
+ // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
+ const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
+
+ bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
int mouse_button_changed = 0x00;
ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
@@ -7799,7 +8412,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
{
// Trickling Rule: Stop processing queued events if we already handled a mouse button change
- if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputed))
+ if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
break;
io.MousePos = event_pos;
mouse_moved = true;
@@ -7830,6 +8443,10 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
mouse_wheeled = true;
}
}
+ else if (e->Type == ImGuiInputEventType_MouseViewport)
+ {
+ io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
+ }
else if (e->Type == ImGuiInputEventType_Key)
{
ImGuiKey key = e->Key.Key;
@@ -7839,7 +8456,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
- if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0))
+ if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0))
break;
keydata->Down = e->Key.Down;
keydata->AnalogValue = e->Key.AnalogValue;
@@ -7852,18 +8469,26 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; }
if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; }
if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }
- io.KeyMods = GetMergedKeyModFlags();
+ io.KeyMods = GetMergedModFlags();
}
+
+ // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+ io.KeysDown[key] = keydata->Down;
+ if (io.KeyMap[key] != -1)
+ io.KeysDown[io.KeyMap[key]] = keydata->Down;
+#endif
}
}
- else if (e->Type == ImGuiInputEventType_Char)
+ else if (e->Type == ImGuiInputEventType_Text)
{
// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
- if (trickle_fast_inputs && (key_changed || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
+ if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
break;
unsigned int c = e->Text.Char;
io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
- text_inputed = true;
+ if (trickle_interleaved_keys_and_text)
+ text_inputted = true;
}
else if (e->Type == ImGuiInputEventType_Focus)
{
@@ -7882,6 +8507,11 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
for (int n = 0; n < event_n; n++)
g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
+ // [DEBUG]
+ /*if (event_n != 0)
+ for (int n = 0; n < g.InputEventsQueue.Size; n++)
+ DebugLogInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);*/
+
// Remaining events will be processed on the next frame
if (event_n == g.InputEventsQueue.Size)
g.InputEventsQueue.resize(0);
@@ -7904,9 +8534,12 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
-// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code
-// may see different structures than what imgui.cpp sees, which is problematic.
-// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui.
+// If this triggers you have an issue:
+// - Most commonly: mismatched headers and compiled code version.
+// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
+// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
+// which is way it is required you put them in your imconfig file (and not just before including imgui.h).
+// Otherwise it is possible that different compilation units would see different structure layout
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
{
bool error = false;
@@ -7940,13 +8573,14 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
- IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
+ IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
- IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
+ IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
@@ -7956,6 +8590,46 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
// Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
g.IO.ConfigWindowsResizeFromEdges = false;
+
+ // 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.
+ if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
+ IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
+ if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
+ IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
+
+ // Perform simple checks: multi-viewport and platform windows support
+ if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
+ {
+ IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
+ IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
+ IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
+ IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?");
+ IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?");
+ IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
+ IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
+ IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
+ IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
+ if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+ IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
+ }
+ else
+ {
+ // Disable feature, our backends do not support it
+ g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
+ }
+
+ // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
+ for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
+ {
+ ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
+ IM_UNUSED(mon);
+ IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
+ IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
+ IM_ASSERT(mon.DpiScale != 0.0f);
+ }
+ }
}
static void ImGui::ErrorCheckEndFrameSanityChecks()
@@ -7968,11 +8642,11 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
// send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
// We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
// while still correctly asserting on mid-frame key press events.
- const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags();
- IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
- IM_UNUSED(key_mod_flags);
+ const ImGuiModFlags key_mods = GetMergedModFlags();
+ IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
+ IM_UNUSED(key_mods);
- // Recover from errors
+ // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
//ErrorCheckEndFrameRecover();
// Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
@@ -8012,7 +8686,6 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi
IM_ASSERT(window->IsFallbackWindow);
break;
}
- IM_ASSERT(window == g.CurrentWindow);
if (window->Flags & ImGuiWindowFlags_ChildWindow)
{
if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
@@ -8155,7 +8828,7 @@ void ImGuiStackSizes::CompareWithCurrentState()
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
// - BeginGroup()
// - EndGroup()
-// Also see in imgui_widgets: tab bars, columns.
+// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
//-----------------------------------------------------------------------------
// Advance cursor given item size for layout.
@@ -8172,14 +8845,16 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
// In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
// but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
- const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y);
+
+ const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
+ const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
// Always align ourselves on pixel boundaries
//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
- window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
+ window->DC.CursorPosPrevLine.y = line_y1;
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
- window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
+ window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
@@ -8188,17 +8863,13 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
window->DC.CurrLineSize.y = 0.0f;
window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
window->DC.CurrLineTextBaseOffset = 0.0f;
+ window->DC.IsSameLine = false;
// Horizontal layout mode
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
SameLine();
}
-void ImGui::ItemSize(const ImRect& bb, float text_baseline_y)
-{
- ItemSize(bb.GetSize(), text_baseline_y);
-}
-
// Declare item bounding box for clipping and interaction.
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
@@ -8218,6 +8889,8 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
// Directional navigation processing
if (id != 0)
{
+ KeepAliveID(id);
+
// Runs prior to clipping early-out
// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
@@ -8273,25 +8946,28 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
// spacing_w >= 0 : enforce spacing amount
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
{
- ImGuiWindow* window = GetCurrentWindow();
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
- ImGuiContext& g = *GImGui;
if (offset_from_start_x != 0.0f)
{
- if (spacing_w < 0.0f) spacing_w = 0.0f;
+ if (spacing_w < 0.0f)
+ spacing_w = 0.0f;
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
else
{
- if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
+ if (spacing_w < 0.0f)
+ spacing_w = g.Style.ItemSpacing.x;
window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
window->DC.CurrLineSize = window->DC.PrevLineSize;
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+ window->DC.IsSameLine = true;
}
ImVec2 ImGui::GetCursorScreenPos()
@@ -8436,7 +9112,8 @@ float ImGui::CalcItemWidth()
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
{
- ImGuiWindow* window = GImGui->CurrentWindow;
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
ImVec2 region_max;
if (size.x < 0.0f || size.y < 0.0f)
@@ -8900,7 +9577,7 @@ void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary?
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
}
- ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
+ ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
Begin(window_name, NULL, flags | extra_window_flags);
}
@@ -9077,11 +9754,12 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
// Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
// - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
// Window -> Popup1 -> Popup2 -> Popup3
- // - Each popups may contain child windows, which is why we compare ->RootWindow!
+ // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
// Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
bool ref_window_is_descendent_of_popup = false;
for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
+ //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
if (IsWindowWithinBeginStackOf(ref_window, popup_window))
{
ref_window_is_descendent_of_popup = true;
@@ -9187,7 +9865,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
else
ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
- flags |= ImGuiWindowFlags_Popup;
+ flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
bool is_open = Begin(name, NULL, flags);
if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
EndPopup();
@@ -9226,11 +9904,11 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
{
- const ImGuiViewport* viewport = GetMainViewport();
+ const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
}
- flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;
+ flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
const bool is_open = Begin(name, p_open, flags);
if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
{
@@ -9417,8 +10095,19 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
- IM_UNUSED(window);
- ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
+ ImRect r_screen;
+ if (window->ViewportAllowPlatformMonitorExtend >= 0)
+ {
+ // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
+ const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
+ r_screen.Min = monitor.WorkPos;
+ r_screen.Max = monitor.WorkPos + monitor.WorkSize;
+ }
+ else
+ {
+ // Use the full viewport area (not work area) for popups
+ r_screen = window->Viewport->GetMainRect();
+ }
ImVec2 padding = g.Style.DisplaySafeAreaPadding;
r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
return r_screen;
@@ -9433,8 +10122,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
{
// Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
- IM_ASSERT(g.CurrentWindow == window);
- ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
+ ImGuiWindow* parent_window = window->ParentWindow;
float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
ImRect r_avoid;
if (parent_window->DC.MenuBarAppending)
@@ -9691,10 +10379,10 @@ static void ImGui::NavProcessItem()
const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
// Process Init Request
- if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
+ if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
{
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
- const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0;
+ const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
{
g.NavInitResultId = id;
@@ -9880,6 +10568,9 @@ static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
{
if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
return window->NavLastChildNavWindow;
+ if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
+ if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
+ return tab->Window;
return window;
}
@@ -9918,6 +10609,7 @@ static inline void ImGui::NavUpdateAnyRequestFlag()
// This needs to be called before we submit any widget (aka in or before Begin)
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
{
+ // FIXME: ChildWindow test here is wrong for docking
ImGuiContext& g = *GImGui;
IM_ASSERT(window == g.NavWindow);
@@ -9970,7 +10662,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
rect_rel.Translate(window->Scroll - next_scroll);
}
ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
- ImGuiViewport* viewport = GetMainViewport();
+ ImGuiViewport* viewport = window->Viewport;
return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
}
}
@@ -10770,7 +11462,7 @@ static void ImGui::NavUpdateWindowing()
// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
- if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
+ if (nav_keyboard_active && IsKeyPressed(ImGuiKey_ModAlt))
{
g.NavWindowingToggleLayer = true;
g.NavInputSource = ImGuiInputSource_Keyboard;
@@ -10783,13 +11475,12 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingToggleLayer = false;
// Apply layer toggle on release
- // Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false)
// Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
- if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer)
+ if (IsKeyReleased(ImGuiKey_ModAlt) && g.NavWindowingToggleLayer)
if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
apply_toggle_layer = true;
- if (!io.KeyAlt)
+ if (!IsKeyDown(ImGuiKey_ModAlt))
g.NavWindowingToggleLayer = false;
}
@@ -10805,7 +11496,7 @@ static void ImGui::NavUpdateWindowing()
{
const float NAV_MOVE_SPEED = 800.0f;
const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
- ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
+ ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
MarkIniSettingsDirty(moving_window);
g.NavDisableMouseHover = true;
@@ -10815,6 +11506,7 @@ static void ImGui::NavUpdateWindowing()
// Apply final focus
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
{
+ ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
ClearActiveID();
NavRestoreHighlightAfterMove();
apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
@@ -10832,6 +11524,10 @@ static void ImGui::NavUpdateWindowing()
// won't be valid.
if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
g.NavLayer = ImGuiNavLayer_Menu;
+
+ // Request OS level focus
+ if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
+ g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
}
if (apply_focus_window)
g.NavWindowingTarget = NULL;
@@ -10860,7 +11556,8 @@ static void ImGui::NavUpdateWindowing()
if (new_nav_layer != g.NavLayer)
{
// Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
- if (new_nav_layer == ImGuiNavLayer_Menu)
+ const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
+ if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
g.NavWindow->NavLastIds[new_nav_layer] = 0;
NavRestoreLayer(new_nav_layer);
NavRestoreHighlightAfterMove();
@@ -10875,6 +11572,8 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
return "(Popup)";
if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
return "(Main menu bar)";
+ if (window->DockNodeAsHost)
+ return "(Dock node)";
return "(Untitled)";
}
@@ -10889,7 +11588,7 @@ void ImGui::NavUpdateWindowingOverlay()
if (g.NavWindowingListWindow == NULL)
g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
- const ImGuiViewport* viewport = GetMainViewport();
+ const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
@@ -10983,6 +11682,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
// We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
// Rely on keeping other window->LastItemXXX fields intact.
source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
+ KeepAliveID(source_id);
bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
if (is_hovered && g.IO.MouseClicked[mouse_button])
{
@@ -11114,7 +11814,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
ImGuiWindow* window = g.CurrentWindow;
ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
- if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
+ if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
return false;
IM_ASSERT(id != 0);
if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
@@ -11143,13 +11843,16 @@ bool ImGui::BeginDragDropTarget()
if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
return false;
ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
- if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)
+ if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
return false;
const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
ImGuiID id = g.LastItemData.ID;
if (id == 0)
+ {
id = window->GetIDFromRectangle(display_rect);
+ KeepAliveID(id);
+ }
if (g.DragDropPayload.SourceId == id)
return false;
@@ -11563,6 +12266,20 @@ ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
return CreateNewWindowSettings(name);
}
+void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
+ g.SettingsHandlers.push_back(*handler);
+}
+
+void ImGui::RemoveSettingsHandler(const char* type_name)
+{
+ ImGuiContext& g = *GImGui;
+ if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
+ g.SettingsHandlers.erase(handler);
+}
+
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
{
ImGuiContext& g = *GImGui;
@@ -11719,9 +12436,15 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*,
ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
int x, y;
int i;
- if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); }
- else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); }
- else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
+ ImU32 u1;
+ if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); }
+ else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); }
+ else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; }
+ else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
+ else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
+ else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; }
+ else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; }
+ else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; }
}
// Apply to existing windows (if any)
@@ -11755,9 +12478,14 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
}
IM_ASSERT(settings->ID == window->ID);
- settings->Pos = ImVec2ih(window->Pos);
+ settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
settings->Size = ImVec2ih(window->SizeFull);
-
+ settings->ViewportId = window->ViewportId;
+ settings->ViewportPos = ImVec2ih(window->ViewportPos);
+ IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
+ settings->DockId = window->DockId;
+ settings->ClassId = window->WindowClass.ClassId;
+ settings->DockOrder = window->DockOrder;
settings->Collapsed = window->Collapsed;
}
@@ -11767,9 +12495,26 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
{
const char* settings_name = settings->GetName();
buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
- buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
- buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
+ if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
+ {
+ buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
+ buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
+ }
+ if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
+ buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
+ if (settings->Size.x != 0 || settings->Size.y != 0)
+ buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
buf->appendf("Collapsed=%d\n", settings->Collapsed);
+ if (settings->DockId != 0)
+ {
+ //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
+ if (settings->DockOrder == -1)
+ buf->appendf("DockId=0x%08X\n", settings->DockId);
+ else
+ buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
+ if (settings->ClassId != 0)
+ buf->appendf("ClassId=0x%08X\n", settings->ClassId);
+ }
buf->append("\n");
}
}
@@ -11779,8 +12524,28 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
//-----------------------------------------------------------------------------
// - GetMainViewport()
+// - FindViewportByID()
+// - FindViewportByPlatformHandle()
+// - SetCurrentViewport() [Internal]
+// - SetWindowViewport() [Internal]
+// - GetWindowAlwaysWantOwnViewport() [Internal]
+// - UpdateTryMergeWindowIntoHostViewport() [Internal]
+// - UpdateTryMergeWindowIntoHostViewports() [Internal]
+// - TranslateWindowsInViewport() [Internal]
+// - ScaleWindowsInViewport() [Internal]
+// - FindHoveredViewportFromPlatformWindowStack() [Internal]
// - UpdateViewportsNewFrame() [Internal]
-// (this section is more complete in the 'docking' branch)
+// - UpdateViewportsEndFrame() [Internal]
+// - AddUpdateViewport() [Internal]
+// - WindowSelectViewport() [Internal]
+// - WindowSyncOwnedViewport() [Internal]
+// - UpdatePlatformWindows()
+// - RenderPlatformWindowsDefault()
+// - FindPlatformMonitorForPos() [Internal]
+// - FindPlatformMonitorForRect() [Internal]
+// - UpdateViewportPlatformMonitor() [Internal]
+// - DestroyPlatformWindow() [Internal]
+// - DestroyPlatformWindows()
//-----------------------------------------------------------------------------
ImGuiViewport* ImGui::GetMainViewport()
@@ -11789,36 +12554,4772 @@ ImGuiViewport* ImGui::GetMainViewport()
return g.Viewports[0];
}
+// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
+ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ for (int n = 0; n < g.Viewports.Size; n++)
+ if (g.Viewports[n]->ID == id)
+ return g.Viewports[n];
+ return NULL;
+}
+
+ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
+{
+ ImGuiContext& g = *GImGui;
+ for (int i = 0; i != g.Viewports.Size; i++)
+ if (g.Viewports[i]->PlatformHandle == platform_handle)
+ return g.Viewports[i];
+ return NULL;
+}
+
+void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
+{
+ ImGuiContext& g = *GImGui;
+ (void)current_window;
+
+ if (viewport)
+ viewport->LastFrameActive = g.FrameCount;
+ if (g.CurrentViewport == viewport)
+ return;
+ g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
+ g.CurrentViewport = viewport;
+ //IMGUI_DEBUG_LOG_VIEWPORT("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
+
+ // Notify platform layer of viewport changes
+ // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
+ if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
+ g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
+}
+
+void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
+{
+ // Abandon viewport
+ if (window->ViewportOwned && window->Viewport->Window == window)
+ window->Viewport->Size = ImVec2(0.0f, 0.0f);
+
+ window->Viewport = viewport;
+ window->ViewportId = viewport->ID;
+ window->ViewportOwned = (viewport->Window == window);
+}
+
+static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
+{
+ // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
+ ImGuiContext& g = *GImGui;
+ if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
+ if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
+ if (!window->DockIsActive)
+ if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
+ if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
+ return true;
+ return false;
+}
+
+static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
+{
+ ImGuiContext& g = *GImGui;
+ if (window->Viewport == viewport)
+ return false;
+ if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
+ return false;
+ if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0)
+ return false;
+ if (!viewport->GetMainRect().Contains(window->Rect()))
+ return false;
+ if (GetWindowAlwaysWantOwnViewport(window))
+ return false;
+
+ // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
+ for (int n = 0; n < g.Windows.Size; n++)
+ {
+ ImGuiWindow* window_behind = g.Windows[n];
+ if (window_behind == window)
+ break;
+ if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
+ if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
+ return false;
+ }
+
+ // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
+ ImGuiViewportP* old_viewport = window->Viewport;
+ if (window->ViewportOwned)
+ for (int n = 0; n < g.Windows.Size; n++)
+ if (g.Windows[n]->Viewport == old_viewport)
+ SetWindowViewport(g.Windows[n], viewport);
+ SetWindowViewport(window, viewport);
+ BringWindowToDisplayFront(window);
+
+ return true;
+}
+
+// FIXME: handle 0 to N host viewports
+static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
+}
+
+// Translate Dear ImGui windows when a Host Viewport has been moved
+// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
+void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
+
+ // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
+ // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
+ // 2) If it's not going to fit into the new size, keep it at same absolute position.
+ // One problem with this is that most Win32 applications doesn't update their render while dragging,
+ // and so the window will appear to teleport when releasing the mouse.
+ const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
+ ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
+ ImVec2 delta_pos = new_pos - old_pos;
+ for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT
+ if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect())))
+ TranslateWindow(g.Windows[window_n], delta_pos);
+}
+
+// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
+void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
+{
+ ImGuiContext& g = *GImGui;
+ if (viewport->Window)
+ {
+ ScaleWindow(viewport->Window, scale);
+ }
+ else
+ {
+ for (int i = 0; i != g.Windows.Size; i++)
+ if (g.Windows[i]->Viewport == viewport)
+ ScaleWindow(g.Windows[i], scale);
+ }
+}
+
+// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
+// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
+// B) It requires Platform_GetWindowFocus to be implemented by backend.
+ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiViewportP* best_candidate = NULL;
+ for (int n = 0; n < g.Viewports.Size; n++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[n];
+ if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
+ if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
+ best_candidate = viewport;
+ }
+ return best_candidate;
+}
+
// Update viewports and monitor infos
+// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
static void ImGui::UpdateViewportsNewFrame()
{
ImGuiContext& g = *GImGui;
- IM_ASSERT(g.Viewports.Size == 1);
+ IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
+
+ // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
+ const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
+ if (viewports_enabled)
+ {
+ for (int n = 0; n < g.Viewports.Size; n++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[n];
+ const bool platform_funcs_available = viewport->PlatformWindowCreated;
+ if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
+ {
+ bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
+ if (minimized)
+ viewport->Flags |= ImGuiViewportFlags_Minimized;
+ else
+ viewport->Flags &= ~ImGuiViewportFlags_Minimized;
+ }
+ }
+ }
- // Update main viewport with current platform position.
+ // Create/update main viewport with current platform position.
// FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
ImGuiViewportP* main_viewport = g.Viewports[0];
- main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
- main_viewport->Pos = ImVec2(0.0f, 0.0f);
- main_viewport->Size = g.IO.DisplaySize;
+ IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
+ IM_ASSERT(main_viewport->Window == NULL);
+ ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
+ ImVec2 main_viewport_size = g.IO.DisplaySize;
+ if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized))
+ {
+ main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
+ main_viewport_size = main_viewport->Size;
+ }
+ AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
+ g.CurrentDpiScale = 0.0f;
+ g.CurrentViewport = NULL;
+ g.MouseViewport = NULL;
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
+ viewport->Idx = n;
- // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.
+ // Erase unused viewports
+ if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
+ {
+ DestroyViewport(viewport);
+ n--;
+ continue;
+ }
+
+ const bool platform_funcs_available = viewport->PlatformWindowCreated;
+ if (viewports_enabled)
+ {
+ // Update Position and Size (from Platform Window to ImGui) if requested.
+ // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
+ if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
+ {
+ // Viewport->WorkPos and WorkSize will be updated below
+ if (viewport->PlatformRequestMove)
+ viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
+ if (viewport->PlatformRequestResize)
+ viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
+ }
+ }
+
+ // Update/copy monitor info
+ UpdateViewportPlatformMonitor(viewport);
+
+ // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
viewport->UpdateWorkRect();
+
+ // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
+ viewport->Alpha = 1.0f;
+
+ // Translate Dear ImGui windows when a Host Viewport has been moved
+ // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
+ const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
+ if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
+ TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
+
+ // Update DPI scale
+ float new_dpi_scale;
+ if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
+ new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
+ else if (viewport->PlatformMonitor != -1)
+ new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
+ else
+ new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
+ if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
+ {
+ float scale_factor = new_dpi_scale / viewport->DpiScale;
+ if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
+ ScaleWindowsInViewport(viewport, scale_factor);
+ //if (viewport == GetMainViewport())
+ // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
+
+ // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
+ // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
+ // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
+ //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
+ // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
+ }
+ viewport->DpiScale = new_dpi_scale;
+ }
+
+ // Update fallback monitor
+ if (g.PlatformIO.Monitors.Size == 0)
+ {
+ ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
+ monitor->MainPos = main_viewport->Pos;
+ monitor->MainSize = main_viewport->Size;
+ monitor->WorkPos = main_viewport->WorkPos;
+ monitor->WorkSize = main_viewport->WorkSize;
+ monitor->DpiScale = main_viewport->DpiScale;
+ }
+
+ if (!viewports_enabled)
+ {
+ g.MouseViewport = main_viewport;
+ return;
+ }
+
+ // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
+ // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
+ ImGuiViewportP* viewport_hovered = NULL;
+ if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
+ {
+ viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
+ if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
+ viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
}
+ else
+ {
+ // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
+ // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
+ // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
+ // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
+ viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
+ }
+ if (viewport_hovered != NULL)
+ g.MouseLastHoveredViewport = viewport_hovered;
+ else if (g.MouseLastHoveredViewport == NULL)
+ g.MouseLastHoveredViewport = g.Viewports[0];
+
+ // Update mouse reference viewport
+ // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
+ // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
+ if (g.MovingWindow && g.MovingWindow->Viewport)
+ g.MouseViewport = g.MovingWindow->Viewport;
+ else
+ g.MouseViewport = g.MouseLastHoveredViewport;
+
+ // When dragging something, always refer to the last hovered viewport.
+ // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
+ // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
+ // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
+ // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
+ const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
+ if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
+ viewport_hovered = g.MouseLastHoveredViewport;
+ if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
+ if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
+ g.MouseViewport = viewport_hovered;
+
+ IM_ASSERT(g.MouseViewport != NULL);
}
+// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
+static void ImGui::UpdateViewportsEndFrame()
+{
+ ImGuiContext& g = *GImGui;
+ g.PlatformIO.Viewports.resize(0);
+ for (int i = 0; i < g.Viewports.Size; i++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[i];
+ viewport->LastPos = viewport->Pos;
+ if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
+ if (i > 0) // Always include main viewport in the list
+ continue;
+ if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
+ continue;
+ if (i > 0)
+ IM_ASSERT(viewport->Window != NULL);
+ g.PlatformIO.Viewports.push_back(viewport);
+ }
+ g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
+}
+
+// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
+ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(id != 0);
+
+ flags |= ImGuiViewportFlags_IsPlatformWindow;
+ if (window != NULL)
+ {
+ if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
+ flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
+ if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
+ flags |= ImGuiViewportFlags_NoInputs;
+ if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
+ flags |= ImGuiViewportFlags_NoFocusOnAppearing;
+ }
+
+ ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
+ if (viewport)
+ {
+ // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
+ if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
+ viewport->Pos = pos;
+ if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
+ viewport->Size = size;
+ viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags
+ }
+ else
+ {
+ // New viewport
+ viewport = IM_NEW(ImGuiViewportP)();
+ viewport->ID = id;
+ viewport->Idx = g.Viewports.Size;
+ viewport->Pos = viewport->LastPos = pos;
+ viewport->Size = size;
+ viewport->Flags = flags;
+ UpdateViewportPlatformMonitor(viewport);
+ g.Viewports.push_back(viewport);
+ IMGUI_DEBUG_LOG_VIEWPORT("Add Viewport %08X (%s)\n", id, window->Name);
+
+ // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
+ // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
+ g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
+ g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
+ g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
+ g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
+
+ // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
+ // This is so we can select an appropriate font size on the first frame of our window lifetime
+ if (viewport->PlatformMonitor != -1)
+ viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
+ }
+
+ viewport->Window = window;
+ viewport->LastFrameActive = g.FrameCount;
+ viewport->UpdateWorkRect();
+ IM_ASSERT(window == NULL || viewport->ID == window->ID);
+
+ if (window != NULL)
+ window->ViewportOwned = true;
+
+ return viewport;
+}
+
+static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
+{
+ // Clear references to this viewport in windows (window->ViewportId becomes the master data)
+ ImGuiContext& g = *GImGui;
+ for (int window_n = 0; window_n < g.Windows.Size; window_n++)
+ {
+ ImGuiWindow* window = g.Windows[window_n];
+ if (window->Viewport != viewport)
+ continue;
+ window->Viewport = NULL;
+ window->ViewportOwned = false;
+ }
+ if (viewport == g.MouseLastHoveredViewport)
+ g.MouseLastHoveredViewport = NULL;
+
+ // Destroy
+ IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
+ DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
+ IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
+ IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
+ g.Viewports.erase(g.Viewports.Data + viewport->Idx);
+ IM_DELETE(viewport);
+}
+
+// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
+static void ImGui::WindowSelectViewport(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindowFlags flags = window->Flags;
+ window->ViewportAllowPlatformMonitorExtend = -1;
+
+ // Restore main viewport if multi-viewport is not supported by the backend
+ ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
+ if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
+ {
+ SetWindowViewport(window, main_viewport);
+ return;
+ }
+ window->ViewportOwned = false;
+
+ // Appearing popups reset their viewport so they can inherit again
+ if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
+ {
+ window->Viewport = NULL;
+ window->ViewportId = 0;
+ }
+
+ if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
+ {
+ // By default inherit from parent window
+ if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
+ window->Viewport = window->ParentWindow->Viewport;
+
+ // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
+ if (window->Viewport == NULL && window->ViewportId != 0)
+ {
+ window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
+ if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
+ window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
+ }
+ }
+
+ bool lock_viewport = false;
+ if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
+ {
+ // Code explicitly request a viewport
+ window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
+ window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
+ lock_viewport = true;
+ }
+ else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
+ {
+ // Always inherit viewport from parent window
+ if (window->DockNode && window->DockNode->HostWindow)
+ IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
+ window->Viewport = window->ParentWindow->Viewport;
+ }
+ else if (window->DockNode && window->DockNode->HostWindow)
+ {
+ // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
+ window->Viewport = window->DockNode->HostWindow->Viewport;
+ }
+ else if (flags & ImGuiWindowFlags_Tooltip)
+ {
+ window->Viewport = g.MouseViewport;
+ }
+ else if (GetWindowAlwaysWantOwnViewport(window))
+ {
+ window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
+ }
+ else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
+ {
+ if (window->Viewport != NULL && window->Viewport->Window == window)
+ window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
+ }
+ else
+ {
+ // Merge into host viewport?
+ // We cannot test window->ViewportOwned as it set lower in the function.
+ // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
+ bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
+ if (try_to_merge_into_host_viewport)
+ UpdateTryMergeWindowIntoHostViewports(window);
+ }
+
+ // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
+ if (window->Viewport == NULL)
+ if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
+ window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
+
+ // Mark window as allowed to protrude outside of its viewport and into the current monitor
+ if (!lock_viewport)
+ {
+ if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
+ {
+ // We need to take account of the possibility that mouse may become invalid.
+ // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
+ ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
+ bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
+ bool mouse_valid = IsMousePosValid(&mouse_ref);
+ if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
+ window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
+ else
+ window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
+ }
+ else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
+ {
+ // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
+ const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
+ if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
+ {
+ // Steal/transfer ownership
+ IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
+ window->Viewport->Window = window;
+ window->Viewport->ID = window->ID;
+ window->Viewport->LastNameHash = 0;
+ }
+ else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
+ {
+ // New viewport
+ window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
+ }
+ }
+ else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
+ {
+ // Regular (non-child, non-popup) windows by default are also allowed to protrude
+ // Child windows are kept contained within their parent.
+ window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
+ }
+ }
+
+ // Update flags
+ window->ViewportOwned = (window == window->Viewport->Window);
+ window->ViewportId = window->Viewport->ID;
+
+ // If the OS window has a title bar, hide our imgui title bar
+ //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
+ // window->Flags |= ImGuiWindowFlags_NoTitleBar;
+}
+
+void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
+{
+ ImGuiContext& g = *GImGui;
+
+ bool viewport_rect_changed = false;
+
+ // Synchronize window --> viewport in most situations
+ // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
+ if (window->Viewport->PlatformRequestMove)
+ {
+ window->Pos = window->Viewport->Pos;
+ MarkIniSettingsDirty(window);
+ }
+ else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
+ {
+ viewport_rect_changed = true;
+ window->Viewport->Pos = window->Pos;
+ }
+
+ if (window->Viewport->PlatformRequestResize)
+ {
+ window->Size = window->SizeFull = window->Viewport->Size;
+ MarkIniSettingsDirty(window);
+ }
+ else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
+ {
+ viewport_rect_changed = true;
+ window->Viewport->Size = window->Size;
+ }
+ window->Viewport->UpdateWorkRect();
+
+ // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
+ // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
+ if (viewport_rect_changed)
+ UpdateViewportPlatformMonitor(window->Viewport);
+
+ // Update common viewport flags
+ const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
+ ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
+ ImGuiWindowFlags window_flags = window->Flags;
+ const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
+ const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
+ if (window_flags & ImGuiWindowFlags_Tooltip)
+ viewport_flags |= ImGuiViewportFlags_TopMost;
+ if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
+ viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
+ if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
+ viewport_flags |= ImGuiViewportFlags_NoDecoration;
+
+ // Not correct to set modal as topmost because:
+ // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
+ // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
+ //if (flags & ImGuiWindowFlags_Modal)
+ // viewport_flags |= ImGuiViewportFlags_TopMost;
+
+ // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
+ // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
+ // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
+ // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
+ if (is_short_lived_floating_window && !is_modal)
+ viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
+
+ // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
+ if (window->WindowClass.ViewportFlagsOverrideSet)
+ viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
+ if (window->WindowClass.ViewportFlagsOverrideClear)
+ viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
+
+ // We can also tell the backend that clearing the platform window won't be necessary,
+ // as our window background is filling the viewport and we have disabled BgAlpha.
+ // FIXME: Work on support for per-viewport transparency (#2766)
+ if (!(window_flags & ImGuiWindowFlags_NoBackground))
+ viewport_flags |= ImGuiViewportFlags_NoRendererClear;
+
+ window->Viewport->Flags = viewport_flags;
+
+ // Update parent viewport ID
+ // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
+ if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
+ window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
+ else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
+ window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
+ else
+ window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
+}
+
+// Called by user at the end of the main loop, after EndFrame()
+// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
+void ImGui::UpdatePlatformWindows()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
+ IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
+ g.FrameCountPlatformEnded = g.FrameCount;
+ if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
+ return;
+
+ // Create/resize/destroy platform windows to match each active viewport.
+ // Skip the main viewport (index 0), which is always fully handled by the application!
+ for (int i = 1; i < g.Viewports.Size; i++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[i];
+
+ // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
+ // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
+ bool destroy_platform_window = false;
+ destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
+ destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
+ if (destroy_platform_window)
+ {
+ DestroyPlatformWindow(viewport);
+ continue;
+ }
+
+ // New windows that appears directly in a new viewport won't always have a size on their first frame
+ if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
+ continue;
+
+ // Create window
+ bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
+ if (is_new_platform_window)
+ {
+ IMGUI_DEBUG_LOG_VIEWPORT("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
+ g.PlatformIO.Platform_CreateWindow(viewport);
+ if (g.PlatformIO.Renderer_CreateWindow != NULL)
+ g.PlatformIO.Renderer_CreateWindow(viewport);
+ viewport->LastNameHash = 0;
+ viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
+ viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
+ viewport->PlatformWindowCreated = true;
+ }
+
+ // Apply Position and Size (from ImGui to Platform/Renderer backends)
+ if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
+ g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
+ if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
+ g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
+ if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
+ g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
+ viewport->LastPlatformPos = viewport->Pos;
+ viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
+
+ // Update title bar (if it changed)
+ if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
+ {
+ const char* title_begin = window_for_title->Name;
+ char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
+ const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
+ if (viewport->LastNameHash != title_hash)
+ {
+ char title_end_backup_c = *title_end;
+ *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
+ g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
+ *title_end = title_end_backup_c;
+ viewport->LastNameHash = title_hash;
+ }
+ }
+
+ // Update alpha (if it changed)
+ if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
+ g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
+ viewport->LastAlpha = viewport->Alpha;
+
+ // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
+ if (g.PlatformIO.Platform_UpdateWindow)
+ g.PlatformIO.Platform_UpdateWindow(viewport);
+
+ if (is_new_platform_window)
+ {
+ // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
+ if (g.FrameCount < 3)
+ viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
+
+ // Show window
+ g.PlatformIO.Platform_ShowWindow(viewport);
+
+ // Even without focus, we assume the window becomes front-most.
+ // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
+ if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
+ viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
+ }
+
+ // Clear request flags
+ viewport->ClearRequestFlags();
+ }
+
+ // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
+ // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
+ // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab.
+ if (g.PlatformIO.Platform_GetWindowFocus != NULL)
+ {
+ ImGuiViewportP* focused_viewport = NULL;
+ for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++)
+ {
+ ImGuiViewportP* viewport = g.Viewports[n];
+ if (viewport->PlatformWindowCreated)
+ if (g.PlatformIO.Platform_GetWindowFocus(viewport))
+ focused_viewport = viewport;
+ }
+
+ // Store a tag so we can infer z-order easily from all our windows
+ // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
+ // will keep the front most stamp instead of losing it back to their parent viewport.
+ if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
+ {
+ if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
+ focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
+ g.PlatformLastFocusedViewportId = focused_viewport->ID;
+ }
+ }
+}
+
+// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
+// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
+// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
+//
+// ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+// for (int i = 1; i < platform_io.Viewports.Size; i++)
+// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
+// MyRenderFunction(platform_io.Viewports[i], my_args);
+// for (int i = 1; i < platform_io.Viewports.Size; i++)
+// if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
+// MySwapBufferFunction(platform_io.Viewports[i], my_args);
+//
+void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
+{
+ // Skip the main viewport (index 0), which is always fully handled by the application!
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ for (int i = 1; i < platform_io.Viewports.Size; i++)
+ {
+ ImGuiViewport* viewport = platform_io.Viewports[i];
+ if (viewport->Flags & ImGuiViewportFlags_Minimized)
+ continue;
+ if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
+ if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
+ }
+ for (int i = 1; i < platform_io.Viewports.Size; i++)
+ {
+ ImGuiViewport* viewport = platform_io.Viewports[i];
+ if (viewport->Flags & ImGuiViewportFlags_Minimized)
+ continue;
+ if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
+ if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
+ }
+}
+
+static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
+{
+ ImGuiContext& g = *GImGui;
+ for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
+ {
+ const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
+ if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
+ return monitor_n;
+ }
+ return -1;
+}
+
+// Search for the monitor with the largest intersection area with the given rectangle
+// We generally try to avoid searching loops but the monitor count should be very small here
+// FIXME-OPT: We could test the last monitor used for that viewport first, and early
+static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
+{
+ ImGuiContext& g = *GImGui;
+
+ const int monitor_count = g.PlatformIO.Monitors.Size;
+ if (monitor_count <= 1)
+ return monitor_count - 1;
+
+ // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
+ // This is necessary for tooltips which always resize down to zero at first.
+ const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
+ int best_monitor_n = -1;
+ float best_monitor_surface = 0.001f;
+
+ for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
+ {
+ const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
+ const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
+ if (monitor_rect.Contains(rect))
+ return monitor_n;
+ ImRect overlapping_rect = rect;
+ overlapping_rect.ClipWithFull(monitor_rect);
+ float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
+ if (overlapping_surface < best_monitor_surface)
+ continue;
+ best_monitor_surface = overlapping_surface;
+ best_monitor_n = monitor_n;
+ }
+ return best_monitor_n;
+}
+
+// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
+static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
+{
+ viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
+}
+
+// Return value is always != NULL, but don't hold on it across frames.
+const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
+ int monitor_idx = viewport->PlatformMonitor;
+ if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
+ return &g.PlatformIO.Monitors[monitor_idx];
+ return &g.FallbackMonitor;
+}
+
+void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
+{
+ ImGuiContext& g = *GImGui;
+ if (viewport->PlatformWindowCreated)
+ {
+ if (g.PlatformIO.Renderer_DestroyWindow)
+ g.PlatformIO.Renderer_DestroyWindow(viewport);
+ if (g.PlatformIO.Platform_DestroyWindow)
+ g.PlatformIO.Platform_DestroyWindow(viewport);
+ IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
+
+ // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
+ // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
+ if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
+ viewport->PlatformWindowCreated = false;
+ }
+ else
+ {
+ IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
+ }
+ viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
+ viewport->ClearRequestFlags();
+}
+
+void ImGui::DestroyPlatformWindows()
+{
+ // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
+ // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
+ // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
+ // code to operator a consistent manner.
+ // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
+ // crashing if it doesn't have data stored.
+ ImGuiContext& g = *GImGui;
+ for (int i = 0; i < g.Viewports.Size; i++)
+ DestroyPlatformWindow(g.Viewports[i]);
+}
+
+
//-----------------------------------------------------------------------------
// [SECTION] DOCKING
//-----------------------------------------------------------------------------
+// Docking: Internal Types
+// Docking: Forward Declarations
+// Docking: ImGuiDockContext
+// Docking: ImGuiDockContext Docking/Undocking functions
+// Docking: ImGuiDockNode
+// Docking: ImGuiDockNode Tree manipulation functions
+// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
+// Docking: Builder Functions
+// Docking: Begin/End Support Functions (called from Begin/End)
+// Docking: Settings
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Typical Docking call flow: (root level is generally public API):
+//-----------------------------------------------------------------------------
+// - NewFrame() new dear imgui frame
+// | DockContextNewFrameUpdateUndocking() - process queued undocking requests
+// | - DockContextProcessUndockWindow() - process one window undocking request
+// | - DockContextProcessUndockNode() - process one whole node undocking request
+// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes
+// | - update g.HoveredDockNode - [debug] update node hovered by mouse
+// | - DockContextProcessDock() - process one docking request
+// | - DockNodeUpdate()
+// | - DockNodeUpdateForRootNode()
+// | - DockNodeUpdateFlagsAndCollapse()
+// | - DockNodeFindInfo()
+// | - destroy unused node or tab bar
+// | - create dock node host window
+// | - Begin() etc.
+// | - DockNodeStartMouseMovingWindow()
+// | - DockNodeTreeUpdatePosSize()
+// | - DockNodeTreeUpdateSplitter()
+// | - draw node background
+// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node
+// | - DockNodeAddTabBar()
+// | - DockNodeUpdateWindowMenu()
+// | - DockNodeCalcTabBarLayout()
+// | - BeginTabBarEx()
+// | - TabItemEx() calls
+// | - EndTabBar()
+// | - BeginDockableDragDropTarget()
+// | - DockNodeUpdate() - recurse into child nodes...
+//-----------------------------------------------------------------------------
+// - DockSpace() user submit a dockspace into a window
+// | Begin(Child) - create a child window
+// | DockNodeUpdate() - call main dock node update function
+// | End(Child)
+// | ItemSize()
+//-----------------------------------------------------------------------------
+// - Begin()
+// | BeginDocked()
+// | BeginDockableDragDropSource()
+// | BeginDockableDragDropTarget()
+// | - DockNodePreviewDockRender()
+//-----------------------------------------------------------------------------
+// - EndFrame()
+// | DockContextEndFrame()
+//-----------------------------------------------------------------------------
-// (this section is filled in the 'docking' branch)
+//-----------------------------------------------------------------------------
+// Docking: Internal Types
+//-----------------------------------------------------------------------------
+// - ImGuiDockRequestType
+// - ImGuiDockRequest
+// - ImGuiDockPreviewData
+// - ImGuiDockNodeSettings
+// - ImGuiDockContext
+//-----------------------------------------------------------------------------
+
+enum ImGuiDockRequestType
+{
+ ImGuiDockRequestType_None = 0,
+ ImGuiDockRequestType_Dock,
+ ImGuiDockRequestType_Undock,
+ ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload
+};
+
+struct ImGuiDockRequest
+{
+ ImGuiDockRequestType Type;
+ ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
+ ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into
+ ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
+ ImGuiDir DockSplitDir;
+ float DockSplitRatio;
+ bool DockSplitOuter;
+ ImGuiWindow* UndockTargetWindow;
+ ImGuiDockNode* UndockTargetNode;
+
+ ImGuiDockRequest()
+ {
+ Type = ImGuiDockRequestType_None;
+ DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
+ DockTargetNode = UndockTargetNode = NULL;
+ DockSplitDir = ImGuiDir_None;
+ DockSplitRatio = 0.5f;
+ DockSplitOuter = false;
+ }
+};
+
+struct ImGuiDockPreviewData
+{
+ ImGuiDockNode FutureNode;
+ bool IsDropAllowed;
+ bool IsCenterAvailable;
+ bool IsSidesAvailable; // Hold your breath, grammar freaks..
+ bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
+ ImGuiDockNode* SplitNode;
+ ImGuiDir SplitDir;
+ float SplitRatio;
+ ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
+
+ ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
+};
+
+// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
+struct ImGuiDockNodeSettings
+{
+ ImGuiID ID;
+ ImGuiID ParentNodeId;
+ ImGuiID ParentWindowId;
+ ImGuiID SelectedTabId;
+ signed char SplitAxis;
+ char Depth;
+ ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
+ ImVec2ih Pos;
+ ImVec2ih Size;
+ ImVec2ih SizeRef;
+ ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
+};
+
+//-----------------------------------------------------------------------------
+// Docking: Forward Declarations
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+ // ImGuiDockContext
+ static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
+ static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
+ static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
+ static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
+ static void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true);
+ static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
+ static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
+ static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id);
+ static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
+ static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
+ static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all
+
+ // ImGuiDockNode
+ static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
+ static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
+ static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
+ static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
+ static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
+ static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
+ static void DockNodeHideHostWindow(ImGuiDockNode* node);
+ static void DockNodeUpdate(ImGuiDockNode* node);
+ static void DockNodeUpdateForRootNode(ImGuiDockNode* node);
+ static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
+ static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
+ static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
+ static void DockNodeAddTabBar(ImGuiDockNode* node);
+ static void DockNodeRemoveTabBar(ImGuiDockNode* node);
+ static ImGuiID DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
+ static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
+ static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
+ static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
+ static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
+ static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
+ static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
+ static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
+ static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
+ static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
+ static int DockNodeGetTabOrder(ImGuiWindow* window);
+
+ // ImGuiDockNode tree manipulations
+ static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
+ static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
+ static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
+ static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
+ static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
+ static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
+
+ // Settings
+ static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
+ static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
+ static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
+ static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
+ static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
+ static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
+ static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
+ static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockContext
+//-----------------------------------------------------------------------------
+// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
+// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
+// At boot time only, we run a simple GC to remove nodes that have no references.
+// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
+// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
+// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
+//-----------------------------------------------------------------------------
+// - DockContextInitialize()
+// - DockContextShutdown()
+// - DockContextClearNodes()
+// - DockContextRebuildNodes()
+// - DockContextNewFrameUpdateUndocking()
+// - DockContextNewFrameUpdateDocking()
+// - DockContextEndFrame()
+// - DockContextFindNodeByID()
+// - DockContextBindNodeToWindow()
+// - DockContextGenNodeID()
+// - DockContextAddNode()
+// - DockContextRemoveNode()
+// - ImGuiDockContextPruneNodeData
+// - DockContextPruneUnusedSettingsNodes()
+// - DockContextBuildNodesFromSettings()
+// - DockContextBuildAddWindowsToNodes()
+//-----------------------------------------------------------------------------
+
+void ImGui::DockContextInitialize(ImGuiContext* ctx)
+{
+ ImGuiContext& g = *ctx;
+
+ // Add .ini handle for persistent docking data
+ ImGuiSettingsHandler ini_handler;
+ ini_handler.TypeName = "Docking";
+ ini_handler.TypeHash = ImHashStr("Docking");
+ ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
+ ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
+ ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
+ ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
+ ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
+ ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
+ g.SettingsHandlers.push_back(ini_handler);
+}
+
+void ImGui::DockContextShutdown(ImGuiContext* ctx)
+{
+ ImGuiDockContext* dc = &ctx->DockContext;
+ for (int n = 0; n < dc->Nodes.Data.Size; n++)
+ if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+ IM_DELETE(node);
+}
+
+void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
+{
+ IM_UNUSED(ctx);
+ IM_ASSERT(ctx == GImGui);
+ DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
+ DockBuilderRemoveNodeChildNodes(root_id);
+}
+
+// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
+// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
+void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
+{
+ IMGUI_DEBUG_LOG_DOCKING("DockContextRebuild()\n");
+ ImGuiDockContext* dc = &ctx->DockContext;
+ SaveIniSettingsToMemory();
+ ImGuiID root_id = 0; // Rebuild all
+ DockContextClearNodes(ctx, root_id, false);
+ DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
+ DockContextBuildAddWindowsToNodes(ctx, root_id);
+}
+
+// Docking context update function, called by NewFrame()
+void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
+{
+ ImGuiContext& g = *ctx;
+ ImGuiDockContext* dc = &ctx->DockContext;
+ if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+ {
+ if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
+ DockContextClearNodes(ctx, 0, true);
+ return;
+ }
+
+ // Setting NoSplit at runtime merges all nodes
+ if (g.IO.ConfigDockingNoSplit)
+ for (int n = 0; n < dc->Nodes.Data.Size; n++)
+ if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+ if (node->IsRootNode() && node->IsSplitNode())
+ {
+ DockBuilderRemoveNodeChildNodes(node->ID);
+ //dc->WantFullRebuild = true;
+ }
+
+ // Process full rebuild
+#if 0
+ if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
+ dc->WantFullRebuild = true;
+#endif
+ if (dc->WantFullRebuild)
+ {
+ DockContextRebuildNodes(ctx);
+ dc->WantFullRebuild = false;
+ }
+
+ // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
+ for (int n = 0; n < dc->Requests.Size; n++)
+ {
+ ImGuiDockRequest* req = &dc->Requests[n];
+ if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow)
+ DockContextProcessUndockWindow(ctx, req->UndockTargetWindow);
+ else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode)
+ DockContextProcessUndockNode(ctx, req->UndockTargetNode);
+ }
+}
+
+// Docking context update function, called by NewFrame()
+void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
+{
+ ImGuiContext& g = *ctx;
+ ImGuiDockContext* dc = &ctx->DockContext;
+ if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+ return;
+
+ // [DEBUG] Store hovered dock node.
+ // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
+ // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
+ g.HoveredDockNode = NULL;
+ if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
+ {
+ if (hovered_window->DockNodeAsHost)
+ g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
+ else if (hovered_window->RootWindow->DockNode)
+ g.HoveredDockNode = hovered_window->RootWindow->DockNode;
+ }
+
+ // Process Docking requests
+ for (int n = 0; n < dc->Requests.Size; n++)
+ if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
+ DockContextProcessDock(ctx, &dc->Requests[n]);
+ dc->Requests.resize(0);
+
+ // Create windows for each automatic docking nodes
+ // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
+ for (int n = 0; n < dc->Nodes.Data.Size; n++)
+ if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+ if (node->IsFloatingNode())
+ DockNodeUpdate(node);
+}
+
+void ImGui::DockContextEndFrame(ImGuiContext* ctx)
+{
+ // Draw backgrounds of node missing their window
+ ImGuiContext& g = *ctx;
+ ImGuiDockContext* dc = &g.DockContext;
+ for (int n = 0; n < dc->Nodes.Data.Size; n++)
+ if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+ if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
+ {
+ ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
+ ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
+ node->HostWindow->DrawList->ChannelsSetCurrent(0);
+ node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
+ }
+}
+
+static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
+{
+ return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
+}
+
+ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
+{
+ // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
+ // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
+ // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
+ ImGuiID id = 0x0001;
+ while (DockContextFindNodeByID(ctx, id) != NULL)
+ id++;
+ return id;
+}
+
+static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
+{
+ // 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.
+ if (id == 0)
+ id = DockContextGenNodeID(ctx);
+ else
+ IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
+
+ // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
+ IMGUI_DEBUG_LOG_DOCKING("DockContextAddNode 0x%08X\n", id);
+ ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
+ ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
+ return node;
+}
+
+static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
+{
+ ImGuiContext& g = *ctx;
+ ImGuiDockContext* dc = &ctx->DockContext;
+
+ IMGUI_DEBUG_LOG_DOCKING("DockContextRemoveNode 0x%08X\n", node->ID);
+ IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
+ IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
+ IM_ASSERT(node->Windows.Size == 0);
+
+ if (node->HostWindow)
+ node->HostWindow->DockNodeAsHost = NULL;
+
+ ImGuiDockNode* parent_node = node->ParentNode;
+ const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
+ if (merge)
+ {
+ IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
+ ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
+ DockNodeTreeMerge(&g, parent_node, sibling_node);
+ }
+ else
+ {
+ for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
+ if (parent_node->ChildNodes[n] == node)
+ node->ParentNode->ChildNodes[n] = NULL;
+ dc->Nodes.SetVoidPtr(node->ID, NULL);
+ IM_DELETE(node);
+ }
+}
+
+static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
+{
+ const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
+ const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
+ return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
+}
+
+// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
+struct ImGuiDockContextPruneNodeData
+{
+ int CountWindows, CountChildWindows, CountChildNodes;
+ ImGuiID RootId;
+ ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
+};
+
+// Garbage collect unused nodes (run once at init time)
+static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
+{
+ ImGuiContext& g = *ctx;
+ ImGuiDockContext* dc = &ctx->DockContext;
+ IM_ASSERT(g.Windows.Size == 0);
+
+ ImPool<ImGuiDockContextPruneNodeData> pool;
+ pool.Reserve(dc->NodesSettings.Size);
+
+ // Count child nodes and compute RootID
+ for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
+ {
+ ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
+ ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
+ pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
+ if (settings->ParentNodeId)
+ pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
+ }
+
+ // Count reference to dock ids from dockspaces
+ // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
+ for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
+ {
+ ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
+ if (settings->ParentWindowId != 0)
+ if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->ParentWindowId))
+ if (window_settings->DockId)
+ if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
+ data->CountChildNodes++;
+ }
+
+ // Count reference to dock ids from window settings
+ // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ if (ImGuiID dock_id = settings->DockId)
+ if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
+ {
+ data->CountWindows++;
+ if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
+ data_root->CountChildWindows++;
+ }
+
+ // Prune
+ for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
+ {
+ ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
+ ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
+ if (data->CountWindows > 1)
+ continue;
+ ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
+
+ bool remove = false;
+ remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window
+ remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
+ remove |= (data_root->CountChildWindows == 0);
+ if (remove)
+ {
+ IMGUI_DEBUG_LOG_DOCKING("DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
+ DockSettingsRemoveNodeReferences(&settings->ID, 1);
+ settings->ID = 0;
+ }
+ }
+}
+
+static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
+{
+ // Build nodes
+ for (int node_n = 0; node_n < node_settings_count; node_n++)
+ {
+ ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
+ if (settings->ID == 0)
+ continue;
+ ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
+ node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
+ node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
+ node->Size = ImVec2(settings->Size.x, settings->Size.y);
+ node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
+ node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
+ if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
+ node->ParentNode->ChildNodes[0] = node;
+ else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
+ node->ParentNode->ChildNodes[1] = node;
+ node->SelectedTabId = settings->SelectedTabId;
+ node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
+ node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
+
+ // Bind host window immediately if it already exist (in case of a rebuild)
+ // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
+ char host_window_title[20];
+ ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+ node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
+ }
+}
+
+void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
+{
+ // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
+ ImGuiContext& g = *ctx;
+ for (int n = 0; n < g.Windows.Size; n++)
+ {
+ ImGuiWindow* window = g.Windows[n];
+ if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
+ continue;
+ if (window->DockNode != NULL)
+ continue;
+
+ ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
+ IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings()
+ if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
+ DockNodeAddWindow(node, window, true);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockContext Docking/Undocking functions
+//-----------------------------------------------------------------------------
+// - DockContextQueueDock()
+// - DockContextQueueUndockWindow()
+// - DockContextQueueUndockNode()
+// - DockContextQueueNotifyRemovedNode()
+// - DockContextProcessDock()
+// - DockContextProcessUndockWindow()
+// - DockContextProcessUndockNode()
+// - DockContextCalcDropPosForDocking()
+//-----------------------------------------------------------------------------
+
+void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
+{
+ IM_ASSERT(target != payload);
+ ImGuiDockRequest req;
+ req.Type = ImGuiDockRequestType_Dock;
+ req.DockTargetWindow = target;
+ req.DockTargetNode = target_node;
+ req.DockPayload = payload;
+ req.DockSplitDir = split_dir;
+ req.DockSplitRatio = split_ratio;
+ req.DockSplitOuter = split_outer;
+ ctx->DockContext.Requests.push_back(req);
+}
+
+void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
+{
+ ImGuiDockRequest req;
+ req.Type = ImGuiDockRequestType_Undock;
+ req.UndockTargetWindow = window;
+ ctx->DockContext.Requests.push_back(req);
+}
+
+void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
+{
+ ImGuiDockRequest req;
+ req.Type = ImGuiDockRequestType_Undock;
+ req.UndockTargetNode = node;
+ ctx->DockContext.Requests.push_back(req);
+}
+
+void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
+{
+ ImGuiDockContext* dc = &ctx->DockContext;
+ for (int n = 0; n < dc->Requests.Size; n++)
+ if (dc->Requests[n].DockTargetNode == node)
+ dc->Requests[n].Type = ImGuiDockRequestType_None;
+}
+
+void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
+{
+ IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
+ IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
+
+ ImGuiContext& g = *ctx;
+ IM_UNUSED(g);
+
+ ImGuiWindow* payload_window = req->DockPayload; // Optional
+ ImGuiWindow* target_window = req->DockTargetWindow;
+ ImGuiDockNode* node = req->DockTargetNode;
+ if (payload_window)
+ IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window ? payload_window->Name : "NULL", req->DockSplitDir);
+ else
+ IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
+
+ // Decide which Tab will be selected at the end of the operation
+ ImGuiID next_selected_id = 0;
+ ImGuiDockNode* payload_node = NULL;
+ if (payload_window)
+ {
+ payload_node = payload_window->DockNodeAsHost;
+ payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
+ if (payload_node && payload_node->IsLeafNode())
+ next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
+ if (payload_node == NULL)
+ next_selected_id = payload_window->TabId;
+ }
+
+ // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
+ // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
+ if (node)
+ IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
+ if (node && target_window && node == target_window->DockNodeAsHost)
+ IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
+
+ // Create new node and add existing window to it
+ if (node == NULL)
+ {
+ node = DockContextAddNode(ctx, 0);
+ node->Pos = target_window->Pos;
+ node->Size = target_window->Size;
+ if (target_window->DockNodeAsHost == NULL)
+ {
+ DockNodeAddWindow(node, target_window, true);
+ node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
+ target_window->DockIsActive = true;
+ }
+ }
+
+ ImGuiDir split_dir = req->DockSplitDir;
+ if (split_dir != ImGuiDir_None)
+ {
+ // Split into two, one side will be our payload node unless we are dropping a loose window
+ const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+ const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
+ const float split_ratio = req->DockSplitRatio;
+ DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here!
+ ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
+ new_node->HostWindow = node->HostWindow;
+ node = new_node;
+ }
+ node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
+
+ if (node != payload_node)
+ {
+ // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
+ if (node->Windows.Size > 0 && node->TabBar == NULL)
+ {
+ DockNodeAddTabBar(node);
+ for (int n = 0; n < node->Windows.Size; n++)
+ TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
+ }
+
+ if (payload_node != NULL)
+ {
+ // Transfer full payload node (with 1+ child windows or child nodes)
+ if (payload_node->IsSplitNode())
+ {
+ if (node->Windows.Size > 0)
+ {
+ // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
+ // In this situation, we move the windows of the target node into the currently visible node of the payload.
+ // This allows us to preserve some of the underlying dock tree settings nicely.
+ IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
+ ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
+ if (visible_node->TabBar)
+ IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
+ DockNodeMoveWindows(node, visible_node);
+ DockNodeMoveWindows(visible_node, node);
+ DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
+ }
+ if (node->IsCentralNode())
+ {
+ // Central node property needs to be moved to a leaf node, pick the last focused one.
+ // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
+ ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
+ IM_ASSERT(last_focused_node != NULL);
+ ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
+ IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
+ last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+ node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
+ last_focused_root_node->CentralNode = last_focused_node;
+ }
+
+ IM_ASSERT(node->Windows.Size == 0);
+ DockNodeMoveChildNodes(node, payload_node);
+ }
+ else
+ {
+ const ImGuiID payload_dock_id = payload_node->ID;
+ DockNodeMoveWindows(node, payload_node);
+ DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
+ }
+ DockContextRemoveNode(ctx, payload_node, true);
+ }
+ else if (payload_window)
+ {
+ // Transfer single window
+ const ImGuiID payload_dock_id = payload_window->DockId;
+ node->VisibleWindow = payload_window;
+ DockNodeAddWindow(node, payload_window, true);
+ if (payload_dock_id != 0)
+ DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
+ }
+ }
+ else
+ {
+ // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
+ node->WantHiddenTabBarUpdate = true;
+ }
+
+ // Update selection immediately
+ if (ImGuiTabBar* tab_bar = node->TabBar)
+ tab_bar->NextSelectedTabId = next_selected_id;
+ MarkIniSettingsDirty();
+}
+
+// Problem:
+// Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
+// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
+// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
+// due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
+// Solution:
+// When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
+// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
+static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
+{
+ if (ref_viewport == NULL)
+ return size;
+
+ ImGuiContext& g = *GImGui;
+ ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
+ if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
+ {
+ const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
+ max_size = ImFloor(monitor->WorkSize * 0.90f);
+ }
+ return ImMin(size, max_size);
+}
+
+void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
+{
+ IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
+ IM_UNUSED(ctx);
+ if (window->DockNode)
+ DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
+ else
+ window->DockId = 0;
+ window->Collapsed = false;
+ window->DockIsActive = false;
+ window->DockNodeIsVisible = window->DockTabIsVisible = false;
+ window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
+
+ MarkIniSettingsDirty();
+}
+
+void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
+{
+ IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockNode node %08X\n", node->ID);
+ IM_ASSERT(node->IsLeafNode());
+ IM_ASSERT(node->Windows.Size >= 1);
+
+ if (node->IsRootNode() || node->IsCentralNode())
+ {
+ // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
+ ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
+ new_node->Pos = node->Pos;
+ new_node->Size = node->Size;
+ new_node->SizeRef = node->SizeRef;
+ DockNodeMoveWindows(new_node, node);
+ DockSettingsRenameNodeReferences(node->ID, new_node->ID);
+ for (int n = 0; n < new_node->Windows.Size; n++)
+ {
+ ImGuiWindow* window = new_node->Windows[n];
+ window->Flags &= ~ImGuiWindowFlags_ChildWindow;
+ if (window->ParentWindow)
+ window->ParentWindow->DC.ChildWindows.find_erase(window);
+ UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
+ }
+ node = new_node;
+ }
+ else
+ {
+ // Otherwise extract our node and merge our sibling back into the parent node.
+ IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
+ int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
+ node->ParentNode->ChildNodes[index_in_parent] = NULL;
+ DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
+ node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
+ node->ParentNode = NULL;
+ }
+ node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
+ node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
+ node->WantMouseMove = true;
+ MarkIniSettingsDirty();
+}
+
+// This is mostly used for automation.
+bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
+{
+ // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
+ // (which would be functionally identical) we only show the outer one. Reflect this here.
+ if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
+ split_outer = true;
+ ImGuiDockPreviewData split_data;
+ DockNodePreviewDockSetup(target, target_node, payload, &split_data, false, split_outer);
+ if (split_data.DropRectsDraw[split_dir+1].IsInverted())
+ return false;
+ *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockNode
+//-----------------------------------------------------------------------------
+// - DockNodeGetTabOrder()
+// - DockNodeAddWindow()
+// - DockNodeRemoveWindow()
+// - DockNodeMoveChildNodes()
+// - DockNodeMoveWindows()
+// - DockNodeApplyPosSizeToWindows()
+// - DockNodeHideHostWindow()
+// - ImGuiDockNodeFindInfoResults
+// - DockNodeFindInfo()
+// - DockNodeFindWindowByID()
+// - DockNodeUpdateFlagsAndCollapse()
+// - DockNodeUpdateHasCentralNodeFlag()
+// - DockNodeUpdateVisibleFlag()
+// - DockNodeStartMouseMovingWindow()
+// - DockNodeUpdate()
+// - DockNodeUpdateWindowMenu()
+// - DockNodeBeginAmendTabBar()
+// - DockNodeEndAmendTabBar()
+// - DockNodeUpdateTabBar()
+// - DockNodeAddTabBar()
+// - DockNodeRemoveTabBar()
+// - DockNodeIsDropAllowedOne()
+// - DockNodeIsDropAllowed()
+// - DockNodeCalcTabBarLayout()
+// - DockNodeCalcSplitRects()
+// - DockNodeCalcDropRectsAndTestMousePos()
+// - DockNodePreviewDockSetup()
+// - DockNodePreviewDockRender()
+//-----------------------------------------------------------------------------
+
+ImGuiDockNode::ImGuiDockNode(ImGuiID id)
+{
+ ID = id;
+ SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
+ ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
+ TabBar = NULL;
+ SplitAxis = ImGuiAxis_None;
+
+ State = ImGuiDockNodeState_Unknown;
+ LastBgColor = IM_COL32_WHITE;
+ HostWindow = VisibleWindow = NULL;
+ CentralNode = OnlyNodeWithWindows = NULL;
+ CountNodeWithWindows = 0;
+ LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
+ LastFocusedNodeId = 0;
+ SelectedTabId = 0;
+ WantCloseTabId = 0;
+ AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
+ AuthorityForViewport = ImGuiDataAuthority_Auto;
+ IsVisible = true;
+ IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
+ IsBgDrawnThisFrame = false;
+ WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
+}
+
+ImGuiDockNode::~ImGuiDockNode()
+{
+ IM_DELETE(TabBar);
+ TabBar = NULL;
+ ChildNodes[0] = ChildNodes[1] = NULL;
+}
+
+int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
+{
+ ImGuiTabBar* tab_bar = window->DockNode->TabBar;
+ if (tab_bar == NULL)
+ return -1;
+ ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
+ return tab ? tab_bar->GetTabOrder(tab) : -1;
+}
+
+static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
+{
+ window->Hidden = true;
+ window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
+}
+
+static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
+{
+ ImGuiContext& g = *GImGui; (void)g;
+ if (window->DockNode)
+ {
+ // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
+ IM_ASSERT(window->DockNode->ID != node->ID);
+ DockNodeRemoveWindow(window->DockNode, window, 0);
+ }
+ IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
+ IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
+
+ // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
+ // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
+ // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
+ if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
+ DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
+
+ node->Windows.push_back(window);
+ node->WantHiddenTabBarUpdate = true;
+ window->DockNode = node;
+ window->DockId = node->ID;
+ window->DockIsActive = (node->Windows.Size > 1);
+ window->DockTabWantClose = false;
+
+ // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
+ // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
+ if (node->HostWindow == NULL && node->IsFloatingNode())
+ {
+ if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
+ node->AuthorityForPos = ImGuiDataAuthority_Window;
+ if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
+ node->AuthorityForSize = ImGuiDataAuthority_Window;
+ if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
+ node->AuthorityForViewport = ImGuiDataAuthority_Window;
+ }
+
+ // Add to tab bar if requested
+ if (add_to_tab_bar)
+ {
+ if (node->TabBar == NULL)
+ {
+ DockNodeAddTabBar(node);
+ node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
+
+ // Add existing windows
+ for (int n = 0; n < node->Windows.Size - 1; n++)
+ TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
+ }
+ TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
+ }
+
+ DockNodeUpdateVisibleFlag(node);
+
+ // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
+ if (node->HostWindow)
+ UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
+}
+
+static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(window->DockNode == node);
+ //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
+ //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin()
+ IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
+ IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
+
+ window->DockNode = NULL;
+ window->DockIsActive = window->DockTabWantClose = false;
+ window->DockId = save_dock_id;
+ window->Flags &= ~ImGuiWindowFlags_ChildWindow;
+ if (window->ParentWindow)
+ window->ParentWindow->DC.ChildWindows.find_erase(window);
+ UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
+
+ // Remove window
+ bool erased = false;
+ for (int n = 0; n < node->Windows.Size; n++)
+ if (node->Windows[n] == window)
+ {
+ node->Windows.erase(node->Windows.Data + n);
+ erased = true;
+ break;
+ }
+ if (!erased)
+ IM_ASSERT(erased);
+ if (node->VisibleWindow == window)
+ node->VisibleWindow = NULL;
+
+ // Remove tab and possibly tab bar
+ node->WantHiddenTabBarUpdate = true;
+ if (node->TabBar)
+ {
+ TabBarRemoveTab(node->TabBar, window->TabId);
+ const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
+ if (node->Windows.Size < tab_count_threshold_for_tab_bar)
+ DockNodeRemoveTabBar(node);
+ }
+
+ if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
+ {
+ // Automatic dock node delete themselves if they are not holding at least one tab
+ DockContextRemoveNode(&g, node, true);
+ return;
+ }
+
+ if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
+ {
+ ImGuiWindow* remaining_window = node->Windows[0];
+ if (node->HostWindow->ViewportOwned && node->IsRootNode())
+ {
+ // Transfer viewport back to the remaining loose window
+ IMGUI_DEBUG_LOG_VIEWPORT("Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name);
+ IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow);
+ node->HostWindow->Viewport->Window = remaining_window;
+ node->HostWindow->Viewport->ID = remaining_window->ID;
+ }
+ remaining_window->Collapsed = node->HostWindow->Collapsed;
+ }
+
+ // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
+ DockNodeUpdateVisibleFlag(node);
+}
+
+static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
+{
+ IM_ASSERT(dst_node->Windows.Size == 0);
+ dst_node->ChildNodes[0] = src_node->ChildNodes[0];
+ dst_node->ChildNodes[1] = src_node->ChildNodes[1];
+ if (dst_node->ChildNodes[0])
+ dst_node->ChildNodes[0]->ParentNode = dst_node;
+ if (dst_node->ChildNodes[1])
+ dst_node->ChildNodes[1]->ParentNode = dst_node;
+ dst_node->SplitAxis = src_node->SplitAxis;
+ dst_node->SizeRef = src_node->SizeRef;
+ src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
+}
+
+static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
+{
+ // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
+ IM_ASSERT(src_node && dst_node && dst_node != src_node);
+ ImGuiTabBar* src_tab_bar = src_node->TabBar;
+ if (src_tab_bar != NULL)
+ IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
+
+ // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
+ bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
+ if (move_tab_bar)
+ {
+ dst_node->TabBar = src_node->TabBar;
+ src_node->TabBar = NULL;
+ }
+
+ for (int n = 0; n < src_node->Windows.Size; n++)
+ {
+ // DockNode's TabBar may have non-window Tabs manually appended by user
+ if (ImGuiWindow* window = src_tab_bar ? src_tab_bar->Tabs[n].Window : src_node->Windows[n])
+ {
+ window->DockNode = NULL;
+ window->DockIsActive = false;
+ DockNodeAddWindow(dst_node, window, move_tab_bar ? false : true);
+ }
+ }
+ src_node->Windows.clear();
+
+ if (!move_tab_bar && src_node->TabBar)
+ {
+ if (dst_node->TabBar)
+ dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
+ DockNodeRemoveTabBar(src_node);
+ }
+}
+
+static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
+{
+ for (int n = 0; n < node->Windows.Size; n++)
+ {
+ SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
+ SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always);
+ }
+}
+
+static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
+{
+ if (node->HostWindow)
+ {
+ if (node->HostWindow->DockNodeAsHost == node)
+ node->HostWindow->DockNodeAsHost = NULL;
+ node->HostWindow = NULL;
+ }
+
+ if (node->Windows.Size == 1)
+ {
+ node->VisibleWindow = node->Windows[0];
+ node->Windows[0]->DockIsActive = false;
+ }
+
+ if (node->TabBar)
+ DockNodeRemoveTabBar(node);
+}
+
+// Search function called once by root node in DockNodeUpdate()
+struct ImGuiDockNodeTreeInfo
+{
+ ImGuiDockNode* CentralNode;
+ ImGuiDockNode* FirstNodeWithWindows;
+ int CountNodesWithWindows;
+ //ImGuiWindowClass WindowClassForMerges;
+
+ ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
+};
+
+static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
+{
+ if (node->Windows.Size > 0)
+ {
+ if (info->FirstNodeWithWindows == NULL)
+ info->FirstNodeWithWindows = node;
+ info->CountNodesWithWindows++;
+ }
+ if (node->IsCentralNode())
+ {
+ IM_ASSERT(info->CentralNode == NULL); // Should be only one
+ IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
+ info->CentralNode = node;
+ }
+ if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
+ return;
+ if (node->ChildNodes[0])
+ DockNodeFindInfo(node->ChildNodes[0], info);
+ if (node->ChildNodes[1])
+ DockNodeFindInfo(node->ChildNodes[1], info);
+}
+
+static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
+{
+ IM_ASSERT(id != 0);
+ for (int n = 0; n < node->Windows.Size; n++)
+ if (node->Windows[n]->ID == id)
+ return node->Windows[n];
+ return NULL;
+}
+
+// - Remove inactive windows/nodes.
+// - Update visibility flag.
+static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
+
+ // Inherit most flags
+ if (node->ParentNode)
+ node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
+
+ // Recurse into children
+ // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
+ // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
+ // 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)
+ node->HasCentralNodeChild = false;
+ if (node->ChildNodes[0])
+ DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
+ if (node->ChildNodes[1])
+ DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
+
+ // Remove inactive windows, collapse nodes
+ // Merge node flags overrides stored in windows
+ node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
+ for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+ {
+ ImGuiWindow* window = node->Windows[window_n];
+ IM_ASSERT(window->DockNode == node);
+
+ bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
+ bool remove = false;
+ remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
+ remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame
+ remove |= (window->DockTabWantClose);
+ if (remove)
+ {
+ window->DockTabWantClose = false;
+ if (node->Windows.Size == 1 && !node->IsCentralNode())
+ {
+ DockNodeHideHostWindow(node);
+ node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
+ DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
+ return;
+ }
+ DockNodeRemoveWindow(node, window, node->ID);
+ window_n--;
+ continue;
+ }
+
+ // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
+ //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
+ node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
+ }
+ node->UpdateMergedFlags();
+
+ // Auto-hide tab bar option
+ ImGuiDockNodeFlags node_flags = node->MergedFlags;
+ if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
+ node->WantHiddenTabBarToggle = true;
+ node->WantHiddenTabBarUpdate = false;
+
+ // Cancel toggling if we know our tab bar is enforced to be hidden at all times
+ if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
+ node->WantHiddenTabBarToggle = false;
+
+ // Apply toggles at a single point of the frame (here!)
+ if (node->Windows.Size > 1)
+ node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
+ else if (node->WantHiddenTabBarToggle)
+ node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
+ node->WantHiddenTabBarToggle = false;
+
+ DockNodeUpdateVisibleFlag(node);
+}
+
+// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
+static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
+{
+ node->HasCentralNodeChild = false;
+ if (node->ChildNodes[0])
+ DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
+ if (node->ChildNodes[1])
+ DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
+ if (node->IsRootNode())
+ {
+ ImGuiDockNode* mark_node = node->CentralNode;
+ while (mark_node)
+ {
+ mark_node->HasCentralNodeChild = true;
+ mark_node = mark_node->ParentNode;
+ }
+ }
+}
+
+static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
+{
+ // Update visibility flag
+ bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
+ is_visible |= (node->Windows.Size > 0);
+ is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
+ is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
+ node->IsVisible = is_visible;
+}
+
+static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(node->WantMouseMove == true);
+ StartMouseMovingWindow(window);
+ g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
+ g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
+ node->WantMouseMove = false;
+}
+
+// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
+static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
+{
+ DockNodeUpdateFlagsAndCollapse(node);
+
+ // - Setup central node pointers
+ // - 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!)
+ // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
+ ImGuiDockNodeTreeInfo info;
+ DockNodeFindInfo(node, &info);
+ node->CentralNode = info.CentralNode;
+ node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
+ node->CountNodeWithWindows = info.CountNodesWithWindows;
+ if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
+ node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
+
+ // Copy the window class from of our first window so it can be used for proper dock filtering.
+ // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
+ // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
+ if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
+ {
+ node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
+ for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
+ if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
+ {
+ node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
+ break;
+ }
+ }
+
+ ImGuiDockNode* mark_node = node->CentralNode;
+ while (mark_node)
+ {
+ mark_node->HasCentralNodeChild = true;
+ mark_node = mark_node->ParentNode;
+ }
+}
+
+static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
+{
+ // Remove ourselves from any previous different host window
+ // This can happen if a user mistakenly does (see #4295 for details):
+ // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace
+ // - N+1: NewFrame() // will create floating host window for that node
+ // - N+1: DockSpace(id) // requalify node as dockspace, moving host window
+ if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
+ node->HostWindow->DockNodeAsHost = NULL;
+
+ host_window->DockNodeAsHost = node;
+ node->HostWindow = host_window;
+}
+
+static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(node->LastFrameActive != g.FrameCount);
+ node->LastFrameAlive = g.FrameCount;
+ node->IsBgDrawnThisFrame = false;
+
+ node->CentralNode = node->OnlyNodeWithWindows = NULL;
+ if (node->IsRootNode())
+ DockNodeUpdateForRootNode(node);
+
+ // Remove tab bar if not needed
+ if (node->TabBar && node->IsNoTabBar())
+ DockNodeRemoveTabBar(node);
+
+ // 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)
+ bool want_to_hide_host_window = false;
+ if (node->IsFloatingNode())
+ {
+ if (node->Windows.Size <= 1 && node->IsLeafNode())
+ if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
+ want_to_hide_host_window = true;
+ if (node->CountNodeWithWindows == 0)
+ want_to_hide_host_window = true;
+ }
+ if (want_to_hide_host_window)
+ {
+ if (node->Windows.Size == 1)
+ {
+ // Floating window pos/size is authoritative
+ ImGuiWindow* single_window = node->Windows[0];
+ node->Pos = single_window->Pos;
+ node->Size = single_window->SizeFull;
+ node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
+
+ // Transfer focus immediately so when we revert to a regular window it is immediately selected
+ if (node->HostWindow && g.NavWindow == node->HostWindow)
+ FocusWindow(single_window);
+ if (node->HostWindow)
+ {
+ single_window->Viewport = node->HostWindow->Viewport;
+ single_window->ViewportId = node->HostWindow->ViewportId;
+ if (node->HostWindow->ViewportOwned)
+ {
+ single_window->Viewport->Window = single_window;
+ single_window->ViewportOwned = true;
+ }
+ }
+ }
+
+ DockNodeHideHostWindow(node);
+ node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
+ node->WantCloseAll = false;
+ node->WantCloseTabId = 0;
+ node->HasCloseButton = node->HasWindowMenuButton = false;
+ node->LastFrameActive = g.FrameCount;
+
+ if (node->WantMouseMove && node->Windows.Size == 1)
+ DockNodeStartMouseMovingWindow(node, node->Windows[0]);
+ return;
+ }
+
+ // In some circumstance we will defer creating the host window (so everything will be kept hidden),
+ // while the expected visible window is resizing itself.
+ // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
+ // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
+ // N+0: Begin(): window created (with no known size), node is created
+ // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
+ // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
+ // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
+ // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
+ // In reality it isn't very important as user quickly ends up with size data in .ini file.
+ if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
+ {
+ IM_ASSERT(node->Windows.Size > 0);
+ ImGuiWindow* ref_window = NULL;
+ if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
+ ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
+ if (ref_window == NULL)
+ ref_window = node->Windows[0];
+ if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
+ {
+ node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
+ return;
+ }
+ }
+
+ const ImGuiDockNodeFlags node_flags = node->MergedFlags;
+
+ // Decide if the node will have a close button and a window menu button
+ node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
+ node->HasCloseButton = false;
+ for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+ {
+ // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
+ ImGuiWindow* window = node->Windows[window_n];
+ node->HasCloseButton |= window->HasCloseButton;
+ window->DockIsActive = (node->Windows.Size > 1);
+ }
+ if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
+ node->HasCloseButton = false;
+
+ // Bind or create host window
+ ImGuiWindow* host_window = NULL;
+ bool beginned_into_host_window = false;
+ if (node->IsDockSpace())
+ {
+ // [Explicit root dockspace node]
+ IM_ASSERT(node->HostWindow);
+ host_window = node->HostWindow;
+ }
+ else
+ {
+ // [Automatic root or child nodes]
+ if (node->IsRootNode() && node->IsVisible)
+ {
+ ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
+
+ // Sync Pos
+ if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
+ SetNextWindowPos(ref_window->Pos);
+ else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
+ SetNextWindowPos(node->Pos);
+
+ // Sync Size
+ if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
+ SetNextWindowSize(ref_window->SizeFull);
+ else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
+ SetNextWindowSize(node->Size);
+
+ // Sync Collapsed
+ if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
+ SetNextWindowCollapsed(ref_window->Collapsed);
+
+ // Sync Viewport
+ if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
+ SetNextWindowViewport(ref_window->ViewportId);
+
+ SetNextWindowClass(&node->WindowClass);
+
+ // Begin into the host window
+ char window_label[20];
+ DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
+ window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
+ window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
+ window_flags |= ImGuiWindowFlags_NoTitleBar;
+
+ SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
+ PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
+ Begin(window_label, NULL, window_flags);
+ PopStyleVar();
+ beginned_into_host_window = true;
+
+ host_window = g.CurrentWindow;
+ DockNodeSetupHostWindow(node, host_window);
+ host_window->DC.CursorPos = host_window->Pos;
+ node->Pos = host_window->Pos;
+ node->Size = host_window->Size;
+
+ // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
+ // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
+ // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
+ // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
+ // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
+ // after the dock host window, losing their top-most status.
+ if (node->HostWindow->Appearing)
+ BringWindowToDisplayFront(node->HostWindow);
+
+ node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
+ }
+ else if (node->ParentNode)
+ {
+ node->HostWindow = host_window = node->ParentNode->HostWindow;
+ node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
+ }
+ if (node->WantMouseMove && node->HostWindow)
+ DockNodeStartMouseMovingWindow(node, node->HostWindow);
+ }
+
+ // Update focused node (the one whose title bar is highlight) within a node tree
+ if (node->IsSplitNode())
+ IM_ASSERT(node->TabBar == NULL);
+ if (node->IsRootNode())
+ if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window)
+ node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID;
+
+ // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
+ ImGuiDockNode* central_node = node->CentralNode;
+ const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
+ bool central_node_hole_register_hit_test_hole = central_node_hole;
+ if (central_node_hole)
+ if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
+ if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
+ central_node_hole_register_hit_test_hole = false;
+ if (central_node_hole_register_hit_test_hole)
+ {
+ // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
+ // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
+ // covering passthru node we'd have a gap on the edge not covered by the hole)
+ IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
+ ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
+ ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
+ ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
+ if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
+ if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
+ if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
+ if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
+ //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
+ if (central_node_hole && !hole_rect.IsInverted())
+ {
+ SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
+ if (host_window->ParentWindow)
+ SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
+ }
+ }
+
+ // Update position/size, process and draw resizing splitters
+ if (node->IsRootNode() && host_window)
+ {
+ host_window->DrawList->ChannelsSetCurrent(1);
+ DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
+ DockNodeTreeUpdateSplitter(node);
+ }
+
+ // Draw empty node background (currently can only be the Central Node)
+ if (host_window && node->IsEmpty() && node->IsVisible)
+ {
+ host_window->DrawList->ChannelsSetCurrent(0);
+ node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
+ if (node->LastBgColor != 0)
+ host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
+ node->IsBgDrawnThisFrame = true;
+ }
+
+ // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
+ // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
+ // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
+ const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
+ if (render_dockspace_bg && node->IsVisible)
+ {
+ host_window->DrawList->ChannelsSetCurrent(0);
+ if (central_node_hole)
+ RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
+ else
+ host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
+ }
+
+ // Draw and populate Tab Bar
+ if (host_window)
+ host_window->DrawList->ChannelsSetCurrent(1);
+ if (host_window && node->Windows.Size > 0)
+ {
+ DockNodeUpdateTabBar(node, host_window);
+ }
+ else
+ {
+ node->WantCloseAll = false;
+ node->WantCloseTabId = 0;
+ node->IsFocused = false;
+ }
+ if (node->TabBar && node->TabBar->SelectedTabId)
+ node->SelectedTabId = node->TabBar->SelectedTabId;
+ else if (node->Windows.Size > 0)
+ node->SelectedTabId = node->Windows[0]->ID;
+
+ // Draw payload drop target
+ if (host_window && node->IsVisible)
+ if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
+ BeginDockableDragDropTarget(host_window);
+
+ // We update this after DockNodeUpdateTabBar()
+ node->LastFrameActive = g.FrameCount;
+
+ // Recurse into children
+ // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
+ if (host_window)
+ {
+ if (node->ChildNodes[0])
+ DockNodeUpdate(node->ChildNodes[0]);
+ if (node->ChildNodes[1])
+ DockNodeUpdate(node->ChildNodes[1]);
+
+ // Render outer borders last (after the tab bar)
+ if (node->IsRootNode())
+ {
+ host_window->DrawList->ChannelsSetCurrent(1);
+ RenderWindowOuterBorders(host_window);
+ }
+
+ // Further rendering (= hosted windows background) will be drawn on layer 0
+ host_window->DrawList->ChannelsSetCurrent(0);
+ }
+
+ // End host window
+ if (beginned_into_host_window) //-V1020
+ End();
+}
+
+// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
+static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
+{
+ ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
+ ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
+ if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
+ return d;
+ return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
+}
+
+static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
+{
+ // Try to position the menu so it is more likely to stays within the same viewport
+ ImGuiContext& g = *GImGui;
+ ImGuiID ret_tab_id = 0;
+ if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
+ SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
+ else
+ SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
+ if (BeginPopup("#WindowMenu"))
+ {
+ node->IsFocused = true;
+ if (tab_bar->Tabs.Size == 1)
+ {
+ if (MenuItem("Hide tab bar", NULL, node->IsHiddenTabBar()))
+ node->WantHiddenTabBarToggle = true;
+ }
+ else
+ {
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ if (tab->Flags & ImGuiTabItemFlags_Button)
+ continue;
+ if (Selectable(tab_bar->GetTabName(tab), tab->ID == tab_bar->SelectedTabId))
+ ret_tab_id = tab->ID;
+ SameLine();
+ Text(" ");
+ }
+ }
+ EndPopup();
+ }
+ return ret_tab_id;
+}
+
+// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
+bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
+{
+ if (node->TabBar == NULL || node->HostWindow == NULL)
+ return false;
+ if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
+ return false;
+ Begin(node->HostWindow->Name);
+ PushOverrideID(node->ID);
+ bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node);
+ IM_UNUSED(ret);
+ IM_ASSERT(ret);
+ return true;
+}
+
+void ImGui::DockNodeEndAmendTabBar()
+{
+ EndTabBar();
+ PopID();
+ End();
+}
+
+// Submit the tab bar corresponding to a dock node and various housekeeping details.
+static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+
+ const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
+ const bool closed_all = node->WantCloseAll && node_was_active;
+ const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
+ node->WantCloseAll = false;
+ node->WantCloseTabId = 0;
+
+ // Decide if we should use a focused title bar color
+ bool is_focused = false;
+ ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+ if (g.NavWindowingTarget)
+ is_focused = (g.NavWindowingTarget->DockNode == node);
+ else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindowDockTree && root_node->LastFocusedNodeId == node->ID)
+ is_focused = true;
+
+ // Hidden tab bar will show a triangle on the upper-left (in Begin)
+ if (node->IsHiddenTabBar() || node->IsNoTabBar())
+ {
+ node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
+ node->IsFocused = is_focused;
+ if (is_focused)
+ node->LastFrameFocused = g.FrameCount;
+ if (node->VisibleWindow)
+ {
+ // Notify root of visible window (used to display title in OS task bar)
+ if (is_focused || root_node->VisibleWindow == NULL)
+ root_node->VisibleWindow = node->VisibleWindow;
+ if (node->TabBar)
+ node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
+ }
+ return;
+ }
+
+ // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
+ bool backup_skip_item = host_window->SkipItems;
+ if (!node->IsDockSpace())
+ {
+ host_window->SkipItems = false;
+ host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+ }
+
+ // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
+ // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
+ // as docked windows themselves will override the stack with their own root ID.
+ PushOverrideID(node->ID);
+ ImGuiTabBar* tab_bar = node->TabBar;
+ bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
+ if (tab_bar == NULL)
+ {
+ DockNodeAddTabBar(node);
+ tab_bar = node->TabBar;
+ }
+
+ ImGuiID focus_tab_id = 0;
+ node->IsFocused = is_focused;
+
+ const ImGuiDockNodeFlags node_flags = node->MergedFlags;
+ const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
+
+ // In a dock node, the Collapse Button turns into the Window Menu button.
+ // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
+ if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
+ {
+ if (ImGuiID tab_id = DockNodeUpdateWindowMenu(node, tab_bar))
+ focus_tab_id = tab_bar->NextSelectedTabId = tab_id;
+ is_focused |= node->IsFocused;
+ }
+
+ // Layout
+ ImRect title_bar_rect, tab_bar_rect;
+ ImVec2 window_menu_button_pos;
+ ImVec2 close_button_pos;
+ DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
+
+ // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
+ const int tabs_count_old = tab_bar->Tabs.Size;
+ for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+ {
+ ImGuiWindow* window = node->Windows[window_n];
+ if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
+ TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
+ }
+
+ // Title bar
+ if (is_focused)
+ node->LastFrameFocused = g.FrameCount;
+ ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
+ ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE);
+ host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
+
+ // Docking/Collapse button
+ if (has_window_menu_button)
+ {
+ if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
+ OpenPopup("#WindowMenu");
+ if (IsItemActive())
+ focus_tab_id = tab_bar->SelectedTabId;
+ }
+
+ // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
+ int tabs_unsorted_start = tab_bar->Tabs.Size;
+ for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
+ {
+ // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
+ tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
+ tabs_unsorted_start = tab_n;
+ }
+ if (tab_bar->Tabs.Size > tabs_unsorted_start)
+ {
+ IMGUI_DEBUG_LOG_DOCKING("In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
+ for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
+ IMGUI_DEBUG_LOG_DOCKING(" - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder);
+ if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
+ ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
+ }
+
+ // Apply NavWindow focus back to the tab bar
+ if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
+ tab_bar->SelectedTabId = g.NavWindow->RootWindow->ID;
+
+ // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
+ if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
+ tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
+ else if (tab_bar->Tabs.Size > tabs_count_old)
+ tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
+
+ // Begin tab bar
+ ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
+ tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;
+ if (!host_window->Collapsed && is_focused)
+ tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
+ BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
+ //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
+
+ // Backup style colors
+ ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
+ for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+ backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
+
+ // Submit actual tabs
+ node->VisibleWindow = NULL;
+ for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+ {
+ ImGuiWindow* window = node->Windows[window_n];
+ if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
+ continue;
+ if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
+ {
+ ImGuiTabItemFlags tab_item_flags = 0;
+ tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
+ if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
+ tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
+ if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
+ tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
+
+ // Apply stored style overrides for the window
+ for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+ g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
+
+ // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
+ bool tab_open = true;
+ TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
+ if (!tab_open)
+ node->WantCloseTabId = window->TabId;
+ if (tab_bar->VisibleTabId == window->TabId)
+ node->VisibleWindow = window;
+
+ // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
+ window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
+ window->DockTabItemRect = g.LastItemData.Rect;
+
+ // Update navigation ID on menu layer
+ if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
+ host_window->NavLastIds[1] = window->TabId;
+ }
+ }
+
+ // Restore style colors
+ for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+ g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
+
+ // Notify root of visible window (used to display title in OS task bar)
+ if (node->VisibleWindow)
+ if (is_focused || root_node->VisibleWindow == NULL)
+ root_node->VisibleWindow = node->VisibleWindow;
+
+ // Close button (after VisibleWindow was updated)
+ // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
+ const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
+ const bool close_button_is_visible = node->HasCloseButton;
+ //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
+ if (close_button_is_visible)
+ {
+ if (!close_button_is_enabled)
+ {
+ PushItemFlag(ImGuiItemFlags_Disabled, true);
+ PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
+ }
+ if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
+ {
+ node->WantCloseAll = true;
+ for (int n = 0; n < tab_bar->Tabs.Size; n++)
+ TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
+ }
+ //if (IsItemActive())
+ // focus_tab_id = tab_bar->SelectedTabId;
+ if (!close_button_is_enabled)
+ {
+ PopStyleColor();
+ PopItemFlag();
+ }
+ }
+
+ // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
+ // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held)
+ ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
+ if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
+ {
+ bool held;
+ ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap);
+ if (g.HoveredId == title_bar_id)
+ {
+ // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar,
+ // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
+ g.LastItemData.ID = title_bar_id;
+ SetItemAllowOverlap();
+ }
+ if (held)
+ {
+ if (IsMouseClicked(0))
+ focus_tab_id = tab_bar->SelectedTabId;
+
+ // Forward moving request to selected window
+ if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
+ StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
+ }
+ }
+
+ // Forward focus from host node to selected window
+ //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
+ // focus_tab_id = tab_bar->SelectedTabId;
+
+ // When clicked on a tab we requested focus to the docked child
+ // This overrides the value set by "forward focus from host node to selected window".
+ if (tab_bar->NextSelectedTabId)
+ focus_tab_id = tab_bar->NextSelectedTabId;
+
+ // Apply navigation focus
+ if (focus_tab_id != 0)
+ if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
+ if (tab->Window)
+ {
+ FocusWindow(tab->Window);
+ NavInitWindow(tab->Window, false);
+ }
+
+ EndTabBar();
+ PopID();
+
+ // Restore SkipItems flag
+ if (!node->IsDockSpace())
+ {
+ host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ host_window->SkipItems = backup_skip_item;
+ }
+}
+
+static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
+{
+ IM_ASSERT(node->TabBar == NULL);
+ node->TabBar = IM_NEW(ImGuiTabBar);
+}
+
+static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
+{
+ if (node->TabBar == NULL)
+ return;
+ IM_DELETE(node->TabBar);
+ node->TabBar = NULL;
+}
+
+static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
+{
+ if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
+ return false;
+
+ ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
+ ImGuiWindowClass* payload_class = &payload->WindowClass;
+ if (host_class->ClassId != payload_class->ClassId)
+ {
+ if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
+ return true;
+ if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
+ return true;
+ return false;
+ }
+
+ // Prevent docking any window created above a popup
+ // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
+ // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
+ // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
+ // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
+ ImGuiContext& g = *GImGui;
+ for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
+ if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
+ if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack.
+ return false;
+
+ return true;
+}
+
+static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
+{
+ if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
+ return true;
+
+ const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
+ for (int payload_n = 0; payload_n < payload_count; payload_n++)
+ {
+ ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
+ if (DockNodeIsDropAllowedOne(payload, host_window))
+ return true;
+ }
+ return false;
+}
+
+// window menu button == collapse button when not in a dock node.
+// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
+static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+
+ ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
+ if (out_title_rect) { *out_title_rect = r; }
+
+ r.Min.x += style.WindowBorderSize;
+ r.Max.x -= style.WindowBorderSize;
+
+ float button_sz = g.FontSize;
+
+ ImVec2 window_menu_button_pos = r.Min;
+ r.Min.x += style.FramePadding.x;
+ r.Max.x -= style.FramePadding.x;
+ if (node->HasCloseButton)
+ {
+ r.Max.x -= button_sz;
+ if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y);
+ }
+ if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
+ {
+ r.Min.x += button_sz + style.ItemInnerSpacing.x;
+ }
+ else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
+ {
+ r.Max.x -= button_sz + style.FramePadding.x;
+ window_menu_button_pos = ImVec2(r.Max.x, r.Min.y);
+ }
+ if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
+ if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
+}
+
+void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
+{
+ ImGuiContext& g = *GImGui;
+ const float dock_spacing = g.Style.ItemInnerSpacing.x;
+ const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+ pos_new[axis ^ 1] = pos_old[axis ^ 1];
+ size_new[axis ^ 1] = size_old[axis ^ 1];
+
+ // Distribute size on given axis (with a desired size or equally)
+ const float w_avail = size_old[axis] - dock_spacing;
+ if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
+ {
+ size_new[axis] = size_new_desired[axis];
+ size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
+ }
+ else
+ {
+ size_new[axis] = IM_FLOOR(w_avail * 0.5f);
+ size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
+ }
+
+ // Position each node
+ if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
+ {
+ pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
+ }
+ else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
+ {
+ pos_new[axis] = pos_old[axis];
+ pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
+ }
+}
+
+// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
+bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
+{
+ ImGuiContext& g = *GImGui;
+
+ const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
+ const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
+ float hs_w; // Half-size, longer axis
+ float hs_h; // Half-size, smaller axis
+ ImVec2 off; // Distance from edge or center
+ if (outer_docking)
+ {
+ //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
+ //hs_h = ImFloor(hs_w * 0.15f);
+ //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
+ hs_w = ImFloor(hs_for_central_nodes * 1.50f);
+ hs_h = ImFloor(hs_for_central_nodes * 0.80f);
+ off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
+ }
+ else
+ {
+ hs_w = ImFloor(hs_for_central_nodes);
+ hs_h = ImFloor(hs_for_central_nodes * 0.90f);
+ off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
+ }
+
+ ImVec2 c = ImFloor(parent.GetCenter());
+ if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); }
+ else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
+ else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
+ else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
+ else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
+
+ if (test_mouse_pos == NULL)
+ return false;
+
+ ImRect hit_r = out_r;
+ if (!outer_docking)
+ {
+ // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
+ hit_r.Expand(ImFloor(hs_w * 0.30f));
+ ImVec2 mouse_delta = (*test_mouse_pos - c);
+ float mouse_delta_len2 = ImLengthSqr(mouse_delta);
+ float r_threshold_center = hs_w * 1.4f;
+ float r_threshold_sides = hs_w * (1.4f + 1.2f);
+ if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
+ return (dir == ImGuiDir_None);
+ if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
+ return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
+ }
+ return hit_r.Contains(*test_mouse_pos);
+}
+
+// host_node may be NULL if the window doesn't have a DockNode already.
+// FIXME-DOCK: This is misnamed since it's also doing the filtering.
+static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
+{
+ ImGuiContext& g = *GImGui;
+
+ // There is an edge case when docking into a dockspace which only has inactive nodes.
+ // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
+ // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
+ ImGuiDockNode* root_payload_as_host = root_payload->DockNodeAsHost;
+ ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
+ if (ref_node_for_rect)
+ IM_ASSERT(ref_node_for_rect->IsVisible);
+
+ // Filter, figure out where we are allowed to dock
+ ImGuiDockNodeFlags src_node_flags = root_payload_as_host ? root_payload_as_host->MergedFlags : root_payload->WindowClass.DockNodeFlagsOverrideSet;
+ ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
+ data->IsCenterAvailable = true;
+ if (is_outer_docking)
+ data->IsCenterAvailable = false;
+ else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking)
+ data->IsCenterAvailable = false;
+ else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode())
+ data->IsCenterAvailable = false;
+ else if ((!host_node || !host_node->IsEmpty()) && root_payload_as_host && root_payload_as_host->IsSplitNode() && (root_payload_as_host->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
+ data->IsCenterAvailable = false;
+ else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
+ data->IsCenterAvailable = false;
+ else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
+ data->IsCenterAvailable = false;
+ else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
+ data->IsCenterAvailable = false;
+
+ data->IsSidesAvailable = true;
+ if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit)
+ data->IsSidesAvailable = false;
+ else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
+ data->IsSidesAvailable = false;
+ else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther))
+ data->IsSidesAvailable = false;
+
+ // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
+ data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton);
+ data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
+ data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
+ data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
+
+ // Calculate drop shapes geometry for allowed splitting directions
+ IM_ASSERT(ImGuiDir_None == -1);
+ data->SplitNode = host_node;
+ data->SplitDir = ImGuiDir_None;
+ data->IsSplitDirExplicit = false;
+ if (!host_window->Collapsed)
+ for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
+ {
+ if (dir == ImGuiDir_None && !data->IsCenterAvailable)
+ continue;
+ if (dir != ImGuiDir_None && !data->IsSidesAvailable)
+ continue;
+ if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
+ {
+ data->SplitDir = (ImGuiDir)dir;
+ data->IsSplitDirExplicit = true;
+ }
+ }
+
+ // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
+ data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
+ if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
+ data->IsDropAllowed = false;
+
+ // Calculate split area
+ data->SplitRatio = 0.0f;
+ if (data->SplitDir != ImGuiDir_None)
+ {
+ ImGuiDir split_dir = data->SplitDir;
+ ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+ ImVec2 pos_new, pos_old = data->FutureNode.Pos;
+ ImVec2 size_new, size_old = data->FutureNode.Size;
+ DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, root_payload->Size);
+
+ // Calculate split ratio so we can pass it down the docking request
+ float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
+ data->FutureNode.Pos = pos_new;
+ data->FutureNode.Size = size_new;
+ data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
+ }
+}
+
+static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes
+
+ // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
+ // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
+ const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
+
+ // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
+ int overlay_draw_lists_count = 0;
+ ImDrawList* overlay_draw_lists[2];
+ overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
+ if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
+ overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
+
+ // Draw main preview rectangle
+ const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
+ const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
+ const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
+ const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
+
+ // Display area preview
+ const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
+ if (data->IsDropAllowed)
+ {
+ ImRect overlay_rect = data->FutureNode.Rect();
+ if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
+ overlay_rect.Min.y += GetFrameHeight();
+ if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
+ for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+ overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE));
+ }
+
+ // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
+ if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
+ {
+ // Compute target tab bar geometry so we can locate our preview tabs
+ ImRect tab_bar_rect;
+ DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
+ ImVec2 tab_pos = tab_bar_rect.Min;
+ if (host_node && host_node->TabBar)
+ {
+ if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
+ tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
+ else
+ tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x;
+ }
+ else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
+ {
+ tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window->Name, host_window->HasCloseButton).x; // Account for slight offset which will be added when changing from title bar to tab bar
+ }
+
+ // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
+ if (root_payload->DockNodeAsHost)
+ IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
+ ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
+ const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
+ for (int payload_n = 0; payload_n < payload_count; payload_n++)
+ {
+ // DockNode's TabBar may have non-window Tabs manually appended by user
+ ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
+ if (tab_bar_with_payload && payload_window == NULL)
+ continue;
+ if (!DockNodeIsDropAllowedOne(payload_window, host_window))
+ continue;
+
+ // Calculate the tab bounding box for each payload window
+ ImVec2 tab_size = TabItemCalcSize(payload_window->Name, payload_window->HasCloseButton);
+ ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
+ tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
+ const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
+ const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
+ PushStyleColor(ImGuiCol_Text, overlay_col_text);
+ for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+ {
+ ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
+ if (!tab_bar_rect.Contains(tab_bb))
+ overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
+ TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
+ TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
+ if (!tab_bar_rect.Contains(tab_bb))
+ overlay_draw_lists[overlay_n]->PopClipRect();
+ }
+ PopStyleColor();
+ }
+ }
+
+ // Display drop boxes
+ const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
+ for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
+ {
+ if (!data->DropRectsDraw[dir + 1].IsInverted())
+ {
+ ImRect draw_r = data->DropRectsDraw[dir + 1];
+ ImRect draw_r_in = draw_r;
+ draw_r_in.Expand(-2.0f);
+ ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
+ for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+ {
+ ImVec2 center = ImFloor(draw_r_in.GetCenter());
+ overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
+ overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
+ if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
+ overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
+ if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
+ overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
+ }
+ }
+
+ // Stop after ImGuiDir_None
+ if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit)
+ return;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockNode Tree manipulation functions
+//-----------------------------------------------------------------------------
+// - DockNodeTreeSplit()
+// - DockNodeTreeMerge()
+// - DockNodeTreeUpdatePosSize()
+// - DockNodeTreeUpdateSplitterFindTouchingNode()
+// - DockNodeTreeUpdateSplitter()
+// - DockNodeTreeFindFallbackLeafNode()
+// - DockNodeTreeFindNodeByPos()
+//-----------------------------------------------------------------------------
+
+void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(split_axis != ImGuiAxis_None);
+
+ ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
+ child_0->ParentNode = parent_node;
+
+ ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
+ child_1->ParentNode = parent_node;
+
+ ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
+ DockNodeMoveChildNodes(child_inheritor, parent_node);
+ parent_node->ChildNodes[0] = child_0;
+ parent_node->ChildNodes[1] = child_1;
+ parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
+ parent_node->SplitAxis = split_axis;
+ parent_node->VisibleWindow = NULL;
+ parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
+
+ float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE);
+ size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
+ IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
+ child_0->SizeRef = child_1->SizeRef = parent_node->Size;
+ child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
+ child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
+
+ DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
+ DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
+ DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
+ DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
+
+ // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
+ child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
+ child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
+ child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+ parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+ child_0->UpdateMergedFlags();
+ child_1->UpdateMergedFlags();
+ parent_node->UpdateMergedFlags();
+ if (child_inheritor->IsCentralNode())
+ DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
+}
+
+void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
+{
+ // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
+ ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
+ ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
+ IM_ASSERT(child_0 || child_1);
+ IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
+ if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
+ {
+ IM_ASSERT(parent_node->TabBar == NULL);
+ IM_ASSERT(parent_node->Windows.Size == 0);
+ }
+ IMGUI_DEBUG_LOG_DOCKING("DockNodeTreeMerge 0x%08X & 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
+
+ ImVec2 backup_last_explicit_size = parent_node->SizeRef;
+ DockNodeMoveChildNodes(parent_node, merge_lead_child);
+ if (child_0)
+ {
+ DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
+ DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
+ }
+ if (child_1)
+ {
+ DockNodeMoveWindows(parent_node, child_1);
+ DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
+ }
+ DockNodeApplyPosSizeToWindows(parent_node);
+ parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
+ parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
+ parent_node->SizeRef = backup_last_explicit_size;
+
+ // Flags transfer
+ parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
+ parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+ parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+ parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
+ parent_node->UpdateMergedFlags();
+
+ if (child_0)
+ {
+ ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
+ IM_DELETE(child_0);
+ }
+ if (child_1)
+ {
+ ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
+ IM_DELETE(child_1);
+ }
+}
+
+// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
+// (Depth-first, Pre-Order)
+void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
+{
+ // During the regular dock node update we write to all nodes.
+ // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
+ const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
+ if (write_to_node)
+ {
+ node->Pos = pos;
+ node->Size = size;
+ }
+
+ if (node->IsLeafNode())
+ return;
+
+ ImGuiDockNode* child_0 = node->ChildNodes[0];
+ ImGuiDockNode* child_1 = node->ChildNodes[1];
+ ImVec2 child_0_pos = pos, child_1_pos = pos;
+ ImVec2 child_0_size = size, child_1_size = size;
+
+ const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
+ const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
+ const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
+ const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
+
+ if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
+ {
+ ImGuiContext& g = *GImGui;
+ const float spacing = DOCKING_SPLITTER_SIZE;
+ const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
+ const float size_avail = ImMax(size[axis] - spacing, 0.0f);
+
+ // Size allocation policy
+ // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
+ const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
+
+ // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
+ // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
+ // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
+
+ // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
+ if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
+ {
+ child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
+ child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
+ IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
+ }
+ else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
+ {
+ child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
+ child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
+ IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
+ }
+ else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
+ {
+ // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
+ // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
+ float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
+ child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
+ child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
+ IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
+ }
+
+ // 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
+ else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
+ {
+ child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
+ child_1_size[axis] = (size_avail - child_0_size[axis]);
+ }
+ else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
+ {
+ child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
+ child_0_size[axis] = (size_avail - child_1_size[axis]);
+ }
+ else
+ {
+ // 4) Otherwise distribute according to the relative ratio of each SizeRef value
+ float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
+ child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
+ child_1_size[axis] = (size_avail - child_0_size[axis]);
+ }
+
+ child_1_pos[axis] += spacing + child_0_size[axis];
+ }
+
+ if (only_write_to_single_node == NULL)
+ child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
+
+ const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
+ const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
+ if (child_0_recurse)
+ DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
+ if (child_1_recurse)
+ DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
+}
+
+static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
+{
+ if (node->IsLeafNode())
+ {
+ touching_nodes->push_back(node);
+ return;
+ }
+ if (node->ChildNodes[0]->IsVisible)
+ if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
+ DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
+ if (node->ChildNodes[1]->IsVisible)
+ if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
+ DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
+}
+
+// (Depth-First, Pre-Order)
+void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
+{
+ if (node->IsLeafNode())
+ return;
+
+ ImGuiContext& g = *GImGui;
+
+ ImGuiDockNode* child_0 = node->ChildNodes[0];
+ ImGuiDockNode* child_1 = node->ChildNodes[1];
+ if (child_0->IsVisible && child_1->IsVisible)
+ {
+ // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
+ const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
+ IM_ASSERT(axis != ImGuiAxis_None);
+ ImRect bb;
+ bb.Min = child_0->Pos;
+ bb.Max = child_1->Pos;
+ bb.Min[axis] += child_0->Size[axis];
+ bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
+ //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
+
+ const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
+ const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
+ if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
+ {
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
+ }
+ else
+ {
+ //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
+ //bb.Max[axis] -= 1;
+ PushID(node->ID);
+
+ // Find resizing limits by gathering list of nodes that are touching the splitter line.
+ ImVector<ImGuiDockNode*> touching_nodes[2];
+ float min_size = g.Style.WindowMinSize[axis];
+ float resize_limits[2];
+ resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
+ resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
+
+ ImGuiID splitter_id = GetID("##Splitter");
+ if (g.ActiveId == splitter_id) // Only process when splitter is active
+ {
+ DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
+ DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
+ for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
+ resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
+ for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
+ resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
+
+ // [DEBUG] Render touching nodes & limits
+ /*
+ ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
+ for (int n = 0; n < 2; n++)
+ {
+ for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
+ 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));
+ if (axis == ImGuiAxis_X)
+ 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);
+ else
+ 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);
+ }
+ */
+ }
+
+ // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
+ float cur_size_0 = child_0->Size[axis];
+ float cur_size_1 = child_1->Size[axis];
+ float min_size_0 = resize_limits[0] - child_0->Pos[axis];
+ float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
+ ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
+ if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
+ {
+ if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
+ {
+ child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
+ child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
+ child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
+
+ // Lock the size of every node that is a sibling of the node we are touching
+ // This might be less desirable if we can merge sibling of a same axis into the same parental level.
+ for (int side_n = 0; side_n < 2; side_n++)
+ for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
+ {
+ ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
+ //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
+ //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
+ while (touching_node->ParentNode != node)
+ {
+ if (touching_node->ParentNode->SplitAxis == axis)
+ {
+ // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
+ ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
+ node_to_preserve->WantLockSizeOnce = true;
+ //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
+ //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
+ }
+ touching_node = touching_node->ParentNode;
+ }
+ }
+
+ DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
+ DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
+ MarkIniSettingsDirty();
+ }
+ }
+ PopID();
+ }
+ }
+
+ if (child_0->IsVisible)
+ DockNodeTreeUpdateSplitter(child_0);
+ if (child_1->IsVisible)
+ DockNodeTreeUpdateSplitter(child_1);
+}
+
+ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
+{
+ if (node->IsLeafNode())
+ return node;
+ if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
+ return leaf_node;
+ if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
+ return leaf_node;
+ return NULL;
+}
+
+ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
+{
+ if (!node->IsVisible)
+ return NULL;
+
+ const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
+ ImRect r(node->Pos, node->Pos + node->Size);
+ r.Expand(dock_spacing * 0.5f);
+ bool inside = r.Contains(pos);
+ if (!inside)
+ return NULL;
+
+ if (node->IsLeafNode())
+ return node;
+ if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
+ return hovered_node;
+ if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
+ return hovered_node;
+
+ return NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
+//-----------------------------------------------------------------------------
+// - SetWindowDock() [Internal]
+// - DockSpace()
+// - DockSpaceOverViewport()
+//-----------------------------------------------------------------------------
+
+// [Internal] Called via SetNextWindowDockID()
+void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
+{
+ // Test condition (NB: bit 0 is always true) and clear flags for next time
+ if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
+ return;
+ window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+ if (window->DockId == dock_id)
+ return;
+
+ // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
+ ImGuiContext* ctx = GImGui;
+ if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
+ if (new_node->IsSplitNode())
+ {
+ // Policy: Find central node or latest focused node. We first move back to our root node.
+ new_node = DockNodeGetRootNode(new_node);
+ if (new_node->CentralNode)
+ {
+ IM_ASSERT(new_node->CentralNode->IsCentralNode());
+ dock_id = new_node->CentralNode->ID;
+ }
+ else
+ {
+ dock_id = new_node->LastFocusedNodeId;
+ }
+ }
+
+ if (window->DockId == dock_id)
+ return;
+
+ if (window->DockNode)
+ DockNodeRemoveWindow(window->DockNode, window, 0);
+ window->DockId = dock_id;
+}
+
+// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
+// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
+// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
+ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
+{
+ ImGuiContext* ctx = GImGui;
+ ImGuiContext& g = *ctx;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+ return 0;
+
+ // Early out if parent window is hidden/collapsed
+ // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
+ // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
+ if (window->SkipItems)
+ flags |= ImGuiDockNodeFlags_KeepAliveOnly;
+
+ IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
+ IM_ASSERT(id != 0);
+ ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
+ if (!node)
+ {
+ IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id);
+ node = DockContextAddNode(ctx, id);
+ node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
+ }
+ if (window_class && window_class->ClassId != node->WindowClass.ClassId)
+ IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
+ node->SharedFlags = flags;
+ node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
+
+ // When a DockSpace transitioned form implicit to explicit this may be called a second time
+ // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
+ if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
+ {
+ IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
+ node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
+ return id;
+ }
+ node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
+
+ // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
+ if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
+ {
+ node->LastFrameAlive = g.FrameCount;
+ return id;
+ }
+
+ const ImVec2 content_avail = GetContentRegionAvail();
+ ImVec2 size = ImFloor(size_arg);
+ if (size.x <= 0.0f)
+ size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
+ if (size.y <= 0.0f)
+ size.y = ImMax(content_avail.y + size.y, 4.0f);
+ IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
+
+ node->Pos = window->DC.CursorPos;
+ node->Size = node->SizeRef = size;
+ SetNextWindowPos(node->Pos);
+ SetNextWindowSize(node->Size);
+ g.NextWindowData.PosUndock = false;
+
+ // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
+ // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
+ window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
+ window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
+ window_flags |= ImGuiWindowFlags_NoBackground;
+
+ char title[256];
+ ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
+
+ PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
+ Begin(title, NULL, window_flags);
+ PopStyleVar();
+
+ ImGuiWindow* host_window = g.CurrentWindow;
+ DockNodeSetupHostWindow(node, host_window);
+ host_window->ChildId = window->GetID(title);
+ node->OnlyNodeWithWindows = NULL;
+
+ IM_ASSERT(node->IsRootNode());
+
+ // We need to handle the rare case were a central node is missing.
+ // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
+ // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
+ // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
+ // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
+ // as it doesn't make sense for an empty dockspace to not have this property.
+ if (node->IsLeafNode() && !node->IsCentralNode())
+ node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+
+ // Update the node
+ DockNodeUpdate(node);
+
+ End();
+ ItemSize(size);
+ return id;
+}
+
+// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
+// The limitation with this call is that your window won't have a menu bar.
+// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
+// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
+ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
+{
+ if (viewport == NULL)
+ viewport = GetMainViewport();
+
+ SetNextWindowPos(viewport->WorkPos);
+ SetNextWindowSize(viewport->WorkSize);
+ SetNextWindowViewport(viewport->ID);
+
+ ImGuiWindowFlags host_window_flags = 0;
+ host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
+ host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
+ if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
+ host_window_flags |= ImGuiWindowFlags_NoBackground;
+
+ char label[32];
+ ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
+
+ PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+ PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
+ PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
+ Begin(label, NULL, host_window_flags);
+ PopStyleVar(3);
+
+ ImGuiID dockspace_id = GetID("DockSpace");
+ DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
+ End();
+
+ return dockspace_id;
+}
+
+//-----------------------------------------------------------------------------
+// Docking: Builder Functions
+//-----------------------------------------------------------------------------
+// Very early end-user API to manipulate dock nodes.
+// Only available in imgui_internal.h. Expect this API to change/break!
+// It is expected that those functions are all called _before_ the dockspace node submission.
+//-----------------------------------------------------------------------------
+// - DockBuilderDockWindow()
+// - DockBuilderGetNode()
+// - DockBuilderSetNodePos()
+// - DockBuilderSetNodeSize()
+// - DockBuilderAddNode()
+// - DockBuilderRemoveNode()
+// - DockBuilderRemoveNodeChildNodes()
+// - DockBuilderRemoveNodeDockedWindows()
+// - DockBuilderSplitNode()
+// - DockBuilderCopyNodeRec()
+// - DockBuilderCopyNode()
+// - DockBuilderCopyWindowSettings()
+// - DockBuilderCopyDockSpace()
+// - DockBuilderFinish()
+//-----------------------------------------------------------------------------
+
+void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
+{
+ // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
+ ImGuiID window_id = ImHashStr(window_name);
+ if (ImGuiWindow* window = FindWindowByID(window_id))
+ {
+ // Apply to created window
+ SetWindowDock(window, node_id, ImGuiCond_Always);
+ window->DockOrder = -1;
+ }
+ else
+ {
+ // Apply to settings
+ ImGuiWindowSettings* settings = FindWindowSettings(window_id);
+ if (settings == NULL)
+ settings = CreateNewWindowSettings(window_name);
+ settings->DockId = node_id;
+ settings->DockOrder = -1;
+ }
+}
+
+ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
+{
+ ImGuiContext* ctx = GImGui;
+ return DockContextFindNodeByID(ctx, node_id);
+}
+
+void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
+{
+ ImGuiContext* ctx = GImGui;
+ ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
+ if (node == NULL)
+ return;
+ node->Pos = pos;
+ node->AuthorityForPos = ImGuiDataAuthority_DockNode;
+}
+
+void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
+{
+ ImGuiContext* ctx = GImGui;
+ ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
+ if (node == NULL)
+ return;
+ IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
+ node->Size = node->SizeRef = size;
+ node->AuthorityForSize = ImGuiDataAuthority_DockNode;
+}
+
+// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
+// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
+// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
+// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
+// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
+// - Use (id == 0) to let the system allocate a node identifier.
+// - Existing node with a same id will be removed.
+ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags)
+{
+ ImGuiContext* ctx = GImGui;
+
+ if (id != 0)
+ DockBuilderRemoveNode(id);
+
+ ImGuiDockNode* node = NULL;
+ if (flags & ImGuiDockNodeFlags_DockSpace)
+ {
+ DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
+ node = DockContextFindNodeByID(ctx, id);
+ }
+ else
+ {
+ node = DockContextAddNode(ctx, id);
+ node->SetLocalFlags(flags);
+ }
+ node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame.
+ return node->ID;
+}
+
+void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
+{
+ ImGuiContext* ctx = GImGui;
+ ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
+ if (node == NULL)
+ return;
+ DockBuilderRemoveNodeDockedWindows(node_id, true);
+ DockBuilderRemoveNodeChildNodes(node_id);
+ // Node may have moved or deleted if e.g. any merge happened
+ node = DockContextFindNodeByID(ctx, node_id);
+ if (node == NULL)
+ return;
+ if (node->IsCentralNode() && node->ParentNode)
+ node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+ DockContextRemoveNode(ctx, node, true);
+}
+
+// root_id = 0 to remove all, root_id != 0 to remove child of given node.
+void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
+{
+ ImGuiContext* ctx = GImGui;
+ ImGuiDockContext* dc = &ctx->DockContext;
+
+ ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
+ if (root_id && root_node == NULL)
+ return;
+ bool has_central_node = false;
+
+ ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
+ ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
+
+ // Process active windows
+ ImVector<ImGuiDockNode*> nodes_to_remove;
+ for (int n = 0; n < dc->Nodes.Data.Size; n++)
+ if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+ {
+ bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
+ if (want_removal)
+ {
+ if (node->IsCentralNode())
+ has_central_node = true;
+ if (root_id != 0)
+ DockContextQueueNotifyRemovedNode(ctx, node);
+ if (root_node)
+ {
+ DockNodeMoveWindows(root_node, node);
+ DockSettingsRenameNodeReferences(node->ID, root_node->ID);
+ }
+ nodes_to_remove.push_back(node);
+ }
+ }
+
+ // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
+ // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
+ if (root_node)
+ {
+ root_node->AuthorityForPos = backup_root_node_authority_for_pos;
+ root_node->AuthorityForSize = backup_root_node_authority_for_size;
+ }
+
+ // Apply to settings
+ for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
+ if (ImGuiID window_settings_dock_id = settings->DockId)
+ for (int n = 0; n < nodes_to_remove.Size; n++)
+ if (nodes_to_remove[n]->ID == window_settings_dock_id)
+ {
+ settings->DockId = root_id;
+ break;
+ }
+
+ // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
+ if (nodes_to_remove.Size > 1)
+ ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
+ for (int n = 0; n < nodes_to_remove.Size; n++)
+ DockContextRemoveNode(ctx, nodes_to_remove[n], false);
+
+ if (root_id == 0)
+ {
+ dc->Nodes.Clear();
+ dc->Requests.clear();
+ }
+ else if (has_central_node)
+ {
+ root_node->CentralNode = root_node;
+ root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+ }
+}
+
+void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
+{
+ // Clear references in settings
+ ImGuiContext* ctx = GImGui;
+ ImGuiContext& g = *ctx;
+ if (clear_settings_refs)
+ {
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ {
+ bool want_removal = (root_id == 0) || (settings->DockId == root_id);
+ if (!want_removal && settings->DockId != 0)
+ if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
+ if (DockNodeGetRootNode(node)->ID == root_id)
+ want_removal = true;
+ if (want_removal)
+ settings->DockId = 0;
+ }
+ }
+
+ // Clear references in windows
+ for (int n = 0; n < g.Windows.Size; n++)
+ {
+ ImGuiWindow* window = g.Windows[n];
+ bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
+ if (want_removal)
+ {
+ const ImGuiID backup_dock_id = window->DockId;
+ IM_UNUSED(backup_dock_id);
+ DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
+ if (!clear_settings_refs)
+ IM_ASSERT(window->DockId == backup_dock_id);
+ }
+ }
+}
+
+// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
+// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
+// FIXME-DOCK: We are not exposing nor using split_outer.
+ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
+{
+ ImGuiContext* ctx = GImGui;
+ IM_ASSERT(split_dir != ImGuiDir_None);
+ IMGUI_DEBUG_LOG_DOCKING("DockBuilderSplitNode node 0x%08X, split_dir %d\n", id, split_dir);
+
+ ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
+ if (node == NULL)
+ {
+ IM_ASSERT(node != NULL);
+ return 0;
+ }
+
+ IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
+
+ ImGuiDockRequest req;
+ req.Type = ImGuiDockRequestType_Split;
+ req.DockTargetWindow = NULL;
+ req.DockTargetNode = node;
+ req.DockPayload = NULL;
+ req.DockSplitDir = split_dir;
+ req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
+ req.DockSplitOuter = false;
+ DockContextProcessDock(ctx, &req);
+
+ ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
+ ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
+ if (out_id_at_dir)
+ *out_id_at_dir = id_at_dir;
+ if (out_id_at_opposite_dir)
+ *out_id_at_opposite_dir = id_at_opposite_dir;
+ return id_at_dir;
+}
+
+static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
+{
+ ImGuiContext* ctx = GImGui;
+ ImGuiDockNode* dst_node = ImGui::DockContextAddNode(ctx, dst_node_id_if_known);
+ dst_node->SharedFlags = src_node->SharedFlags;
+ dst_node->LocalFlags = src_node->LocalFlags;
+ dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
+ dst_node->Pos = src_node->Pos;
+ dst_node->Size = src_node->Size;
+ dst_node->SizeRef = src_node->SizeRef;
+ dst_node->SplitAxis = src_node->SplitAxis;
+ dst_node->UpdateMergedFlags();
+
+ out_node_remap_pairs->push_back(src_node->ID);
+ out_node_remap_pairs->push_back(dst_node->ID);
+
+ for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
+ if (src_node->ChildNodes[child_n])
+ {
+ dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
+ dst_node->ChildNodes[child_n]->ParentNode = dst_node;
+ }
+
+ IMGUI_DEBUG_LOG_DOCKING("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
+ return dst_node;
+}
+
+void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
+{
+ ImGuiContext* ctx = GImGui;
+ IM_ASSERT(src_node_id != 0);
+ IM_ASSERT(dst_node_id != 0);
+ IM_ASSERT(out_node_remap_pairs != NULL);
+
+ DockBuilderRemoveNode(dst_node_id);
+
+ ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
+ IM_ASSERT(src_node != NULL);
+
+ out_node_remap_pairs->clear();
+ DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
+
+ IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
+}
+
+void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
+{
+ ImGuiWindow* src_window = FindWindowByName(src_name);
+ if (src_window == NULL)
+ return;
+ if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
+ {
+ dst_window->Pos = src_window->Pos;
+ dst_window->Size = src_window->Size;
+ dst_window->SizeFull = src_window->SizeFull;
+ dst_window->Collapsed = src_window->Collapsed;
+ }
+ else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name))
+ {
+ ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
+ if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
+ {
+ dst_settings->ViewportPos = window_pos_2ih;
+ dst_settings->ViewportId = src_window->ViewportId;
+ dst_settings->Pos = ImVec2ih(0, 0);
+ }
+ else
+ {
+ dst_settings->Pos = window_pos_2ih;
+ }
+ dst_settings->Size = ImVec2ih(src_window->SizeFull);
+ dst_settings->Collapsed = src_window->Collapsed;
+ }
+}
+
+// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
+void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
+{
+ IM_ASSERT(src_dockspace_id != 0);
+ IM_ASSERT(dst_dockspace_id != 0);
+ IM_ASSERT(in_window_remap_pairs != NULL);
+ IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
+
+ // Duplicate entire dock
+ // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
+ // whereas we could attempt to at least keep them together in a new, same floating node.
+ ImVector<ImGuiID> node_remap_pairs;
+ DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
+
+ // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
+ // (The windows associated to src_dockspace_id are staying in place)
+ ImVector<ImGuiID> src_windows;
+ for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
+ {
+ const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
+ const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
+ ImGuiID src_window_id = ImHashStr(src_window_name);
+ src_windows.push_back(src_window_id);
+
+ // Search in the remapping tables
+ ImGuiID src_dock_id = 0;
+ if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
+ src_dock_id = src_window->DockId;
+ else if (ImGuiWindowSettings* src_window_settings = FindWindowSettings(src_window_id))
+ src_dock_id = src_window_settings->DockId;
+ ImGuiID dst_dock_id = 0;
+ for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
+ if (node_remap_pairs[dock_remap_n] == src_dock_id)
+ {
+ dst_dock_id = node_remap_pairs[dock_remap_n + 1];
+ //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
+ break;
+ }
+
+ if (dst_dock_id != 0)
+ {
+ // Docked windows gets redocked into the new node hierarchy.
+ IMGUI_DEBUG_LOG_DOCKING("Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
+ DockBuilderDockWindow(dst_window_name, dst_dock_id);
+ }
+ else
+ {
+ // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
+ // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
+ IMGUI_DEBUG_LOG_DOCKING("Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
+ DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
+ }
+ }
+
+ // Anything else in the source nodes of 'node_remap_pairs' are windows that were docked in src_dockspace_id but are not owned by it (unaffiliated windows, e.g. "ImGui Demo")
+ // Find those windows and move to them to the cloned dock node. This may be optional?
+ for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
+ if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
+ {
+ ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
+ ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
+ for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+ {
+ ImGuiWindow* window = node->Windows[window_n];
+ if (src_windows.contains(window->ID))
+ continue;
+
+ // Docked windows gets redocked into the new node hierarchy.
+ IMGUI_DEBUG_LOG_DOCKING("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
+ DockBuilderDockWindow(window->Name, dst_dock_id);
+ }
+ }
+}
+
+// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
+void ImGui::DockBuilderFinish(ImGuiID root_id)
+{
+ ImGuiContext* ctx = GImGui;
+ //DockContextRebuild(ctx);
+ DockContextBuildAddWindowsToNodes(ctx, root_id);
+}
+
+//-----------------------------------------------------------------------------
+// Docking: Begin/End Support Functions (called from Begin/End)
+//-----------------------------------------------------------------------------
+// - GetWindowAlwaysWantOwnTabBar()
+// - DockContextBindNodeToWindow()
+// - BeginDocked()
+// - BeginDockableDragDropSource()
+// - BeginDockableDragDropTarget()
+//-----------------------------------------------------------------------------
+
+bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
+ if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
+ if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
+ return true;
+ return false;
+}
+
+static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
+{
+ ImGuiContext& g = *ctx;
+ ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
+ IM_ASSERT(window->DockNode == NULL);
+
+ // We should not be docking into a split node (SetWindowDock should avoid this)
+ if (node && node->IsSplitNode())
+ {
+ DockContextProcessUndockWindow(ctx, window);
+ return NULL;
+ }
+
+ // Create node
+ if (node == NULL)
+ {
+ node = DockContextAddNode(ctx, window->DockId);
+ node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
+ node->LastFrameAlive = g.FrameCount;
+ }
+
+ // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
+ // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
+ // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
+ // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
+ if (!node->IsVisible)
+ {
+ ImGuiDockNode* ancestor_node = node;
+ while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
+ ancestor_node = ancestor_node->ParentNode;
+ IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
+ DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
+ DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
+ }
+
+ // Add window to node
+ bool node_was_visible = node->IsVisible;
+ DockNodeAddWindow(node, window, true);
+ node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
+ IM_ASSERT(node == window->DockNode);
+ return node;
+}
+
+void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
+{
+ ImGuiContext* ctx = GImGui;
+ ImGuiContext& g = *ctx;
+
+ // Clear fields ahead so most early-out paths don't have to do it
+ window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
+
+ const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
+ if (auto_dock_node)
+ {
+ if (window->DockId == 0)
+ {
+ IM_ASSERT(window->DockNode == NULL);
+ window->DockId = DockContextGenNodeID(ctx);
+ }
+ }
+ else
+ {
+ // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
+ bool want_undock = false;
+ want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
+ want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
+ if (want_undock)
+ {
+ DockContextProcessUndockWindow(ctx, window);
+ return;
+ }
+ }
+
+ // Bind to our dock node
+ ImGuiDockNode* node = window->DockNode;
+ if (node != NULL)
+ IM_ASSERT(window->DockId == node->ID);
+ if (window->DockId != 0 && node == NULL)
+ {
+ node = DockContextBindNodeToWindow(ctx, window);
+ if (node == NULL)
+ return;
+ }
+
+#if 0
+ // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
+ if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
+ {
+ DockContextProcessUndockWindow(ctx, window);
+ return;
+ }
+#endif
+
+ // Undock if our dockspace node disappeared
+ // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
+ if (node->LastFrameAlive < g.FrameCount)
+ {
+ // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
+ ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+ if (root_node->LastFrameAlive < g.FrameCount)
+ DockContextProcessUndockWindow(ctx, window);
+ else
+ window->DockIsActive = true;
+ return;
+ }
+
+ // Store style overrides
+ for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+ window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
+
+ // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
+ // and never create neither a host window neither a tab bar.
+ // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
+ if (node->HostWindow == NULL)
+ {
+ if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
+ window->DockIsActive = true;
+ if (node->Windows.Size > 1)
+ DockNodeHideWindowDuringHostWindowCreation(window);
+ return;
+ }
+
+ // We can have zero-sized nodes (e.g. children of a small-size dockspace)
+ IM_ASSERT(node->HostWindow);
+ IM_ASSERT(node->IsLeafNode());
+ IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
+ node->State = ImGuiDockNodeState_HostWindowVisible;
+
+ // Undock if we are submitted earlier than the host window
+ if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
+ {
+ DockContextProcessUndockWindow(ctx, window);
+ return;
+ }
+
+ // Position/Size window
+ SetNextWindowPos(node->Pos);
+ SetNextWindowSize(node->Size);
+ g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
+ window->DockIsActive = true;
+ window->DockNodeIsVisible = true;
+ window->DockTabIsVisible = false;
+ if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
+ return;
+
+ // When the window is selected we mark it as visible.
+ if (node->VisibleWindow == window)
+ window->DockTabIsVisible = true;
+
+ // Update window flag
+ IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
+ window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
+ if (node->IsHiddenTabBar() || node->IsNoTabBar())
+ window->Flags |= ImGuiWindowFlags_NoTitleBar;
+ else
+ window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
+
+ // Save new dock order only if the window has been visible once already
+ // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
+ if (node->TabBar && window->WasActive)
+ window->DockOrder = (short)DockNodeGetTabOrder(window);
+
+ if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
+ *p_open = false;
+
+ // Update ChildId to allow returning from Child to Parent with Escape
+ ImGuiWindow* parent_window = window->DockNode->HostWindow;
+ window->ChildId = parent_window->GetID(window->Name);
+}
+
+void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.ActiveId == window->MoveId);
+ IM_ASSERT(g.MovingWindow == window);
+ IM_ASSERT(g.CurrentWindow == window);
+
+ g.LastItemData.ID = window->MoveId;
+ window = window->RootWindowDockTree;
+ IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
+ bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
+ if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
+ {
+ SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
+ EndDragDropSource();
+
+ // Store style overrides
+ for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+ window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
+ }
+}
+
+void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
+{
+ ImGuiContext* ctx = GImGui;
+ ImGuiContext& g = *ctx;
+
+ //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
+ IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
+ if (!g.DragDropActive)
+ return;
+ //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+ if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
+ return;
+
+ // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
+ // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
+ const ImGuiPayload* payload = &g.DragDropPayload;
+ if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
+ {
+ EndDragDropTarget();
+ return;
+ }
+
+ ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
+ if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
+ {
+ // Select target node
+ // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
+ bool dock_into_floating_window = false;
+ ImGuiDockNode* node = NULL;
+ if (window->DockNodeAsHost)
+ {
+ // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
+ node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
+
+ // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
+ // In this case we need to fallback into any leaf mode, possibly the central node.
+ // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
+ if (node && node->IsDockSpace() && node->IsRootNode())
+ node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
+ }
+ else
+ {
+ if (window->DockNode)
+ node = window->DockNode;
+ else
+ dock_into_floating_window = true; // Dock into a regular window
+ }
+
+ const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
+ const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
+
+ // Preview docking request and find out split direction/ratio
+ //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
+ const bool do_preview = payload->IsPreview() || payload->IsDelivery();
+ if (do_preview && (node != NULL || dock_into_floating_window))
+ {
+ ImGuiDockPreviewData split_inner;
+ ImGuiDockPreviewData split_outer;
+ ImGuiDockPreviewData* split_data = &split_inner;
+ if (node && (node->ParentNode || node->IsCentralNode()))
+ if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
+ {
+ DockNodePreviewDockSetup(window, root_node, payload_window, &split_outer, is_explicit_target, true);
+ if (split_outer.IsSplitDirExplicit)
+ split_data = &split_outer;
+ }
+ DockNodePreviewDockSetup(window, node, payload_window, &split_inner, is_explicit_target, false);
+ if (split_data == &split_outer)
+ split_inner.IsDropAllowed = false;
+
+ // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
+ DockNodePreviewDockRender(window, node, payload_window, &split_inner);
+ DockNodePreviewDockRender(window, node, payload_window, &split_outer);
+
+ // Queue docking request
+ if (split_data->IsDropAllowed && payload->IsDelivery())
+ DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
+ }
+ }
+ EndDragDropTarget();
+}
+
+//-----------------------------------------------------------------------------
+// Docking: Settings
+//-----------------------------------------------------------------------------
+// - DockSettingsRenameNodeReferences()
+// - DockSettingsRemoveNodeReferences()
+// - DockSettingsFindNodeSettings()
+// - DockSettingsHandler_ApplyAll()
+// - DockSettingsHandler_ReadOpen()
+// - DockSettingsHandler_ReadLine()
+// - DockSettingsHandler_DockNodeToSettings()
+// - DockSettingsHandler_WriteAll()
+//-----------------------------------------------------------------------------
+
+static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
+{
+ ImGuiContext& g = *GImGui;
+ IMGUI_DEBUG_LOG_DOCKING("DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
+ for (int window_n = 0; window_n < g.Windows.Size; window_n++)
+ {
+ ImGuiWindow* window = g.Windows[window_n];
+ if (window->DockId == old_node_id && window->DockNode == NULL)
+ window->DockId = new_node_id;
+ }
+ //// FIXME-OPT: We could remove this loop by storing the index in the map
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ if (settings->DockId == old_node_id)
+ settings->DockId = new_node_id;
+}
+
+// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
+static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
+{
+ ImGuiContext& g = *GImGui;
+ int found = 0;
+ //// FIXME-OPT: We could remove this loop by storing the index in the map
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ for (int node_n = 0; node_n < node_ids_count; node_n++)
+ if (settings->DockId == node_ids[node_n])
+ {
+ settings->DockId = 0;
+ settings->DockOrder = -1;
+ if (++found < node_ids_count)
+ break;
+ return;
+ }
+}
+
+static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
+{
+ // FIXME-OPT
+ ImGuiDockContext* dc = &ctx->DockContext;
+ for (int n = 0; n < dc->NodesSettings.Size; n++)
+ if (dc->NodesSettings[n].ID == id)
+ return &dc->NodesSettings[n];
+ return NULL;
+}
+
+// Clear settings data
+static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+ ImGuiDockContext* dc = &ctx->DockContext;
+ dc->NodesSettings.clear();
+ DockContextClearNodes(ctx, 0, true);
+}
+
+// Recreate nodes based on settings data
+static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+ // Prune settings at boot time only
+ ImGuiDockContext* dc = &ctx->DockContext;
+ if (ctx->Windows.Size == 0)
+ DockContextPruneUnusedSettingsNodes(ctx);
+ DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
+ DockContextBuildAddWindowsToNodes(ctx, 0);
+}
+
+static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+ if (strcmp(name, "Data") != 0)
+ return NULL;
+ return (void*)1;
+}
+
+static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
+{
+ char c = 0;
+ int x = 0, y = 0;
+ int r = 0;
+
+ // Parsing, e.g.
+ // " DockNode ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
+ // " DockNode ID=0x00000002 Parent=0x00000001 "
+ // Important: this code expect currently fields in a fixed order.
+ ImGuiDockNodeSettings node;
+ line = ImStrSkipBlank(line);
+ if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); }
+ else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
+ else return;
+ if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return;
+ if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; }
+ if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
+ if (node.ParentNodeId == 0)
+ {
+ if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
+ if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
+ }
+ else
+ {
+ if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
+ }
+ 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; }
+ if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
+ if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
+ if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
+ if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
+ if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
+ if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
+ if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
+ if (node.ParentNodeId != 0)
+ if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
+ node.Depth = parent_settings->Depth + 1;
+ ctx->DockContext.NodesSettings.push_back(node);
+}
+
+static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
+{
+ ImGuiDockNodeSettings node_settings;
+ IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
+ node_settings.ID = node->ID;
+ node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
+ node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
+ node_settings.SelectedTabId = node->SelectedTabId;
+ node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
+ node_settings.Depth = (char)depth;
+ node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
+ node_settings.Pos = ImVec2ih(node->Pos);
+ node_settings.Size = ImVec2ih(node->Size);
+ node_settings.SizeRef = ImVec2ih(node->SizeRef);
+ dc->NodesSettings.push_back(node_settings);
+ if (node->ChildNodes[0])
+ DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
+ if (node->ChildNodes[1])
+ DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
+}
+
+static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+ ImGuiContext& g = *ctx;
+ ImGuiDockContext* dc = &ctx->DockContext;
+ if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+ return;
+
+ // Gather settings data
+ // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
+ dc->NodesSettings.resize(0);
+ dc->NodesSettings.reserve(dc->Nodes.Data.Size);
+ for (int n = 0; n < dc->Nodes.Data.Size; n++)
+ if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+ if (node->IsRootNode())
+ DockSettingsHandler_DockNodeToSettings(dc, node, 0);
+
+ int max_depth = 0;
+ for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
+ max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
+
+ // Write to text buffer
+ buf->appendf("[%s][Data]\n", handler->TypeName);
+ for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
+ {
+ const int line_start_pos = buf->size(); (void)line_start_pos;
+ const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
+ buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file
+ buf->appendf(" ID=0x%08X", node_settings->ID);
+ if (node_settings->ParentNodeId)
+ {
+ buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
+ }
+ else
+ {
+ if (node_settings->ParentWindowId)
+ buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
+ buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
+ }
+ if (node_settings->SplitAxis != ImGuiAxis_None)
+ buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
+ if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
+ buf->appendf(" NoResize=1");
+ if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
+ buf->appendf(" CentralNode=1");
+ if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
+ buf->appendf(" NoTabBar=1");
+ if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
+ buf->appendf(" HiddenTabBar=1");
+ if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
+ buf->appendf(" NoWindowMenuButton=1");
+ if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
+ buf->appendf(" NoCloseButton=1");
+ if (node_settings->SelectedTabId)
+ buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
+
+#if IMGUI_DEBUG_INI_SETTINGS
+ // [DEBUG] Include comments in the .ini file to ease debugging
+ if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
+ {
+ buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything
+ if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
+ buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
+ // Iterate settings so we can give info about windows that didn't exist during the session.
+ int contains_window = 0;
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ if (settings->DockId == node_settings->ID)
+ {
+ if (contains_window++ == 0)
+ buf->appendf(" ; contains ");
+ buf->appendf("'%s' ", settings->GetName());
+ }
+ }
+#endif
+ buf->appendf("\n");
+ }
+ buf->appendf("\n");
+}
//-----------------------------------------------------------------------------
@@ -11975,14 +17476,14 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatf
if (HIMC himc = ::ImmGetContext(hwnd))
{
COMPOSITIONFORM composition_form = {};
- composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;
- composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;
+ composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
+ composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
composition_form.dwStyle = CFS_FORCE_POSITION;
::ImmSetCompositionWindow(himc, &composition_form);
CANDIDATEFORM candidate_form = {};
candidate_form.dwStyle = CFS_CANDIDATEPOS;
- candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;
- candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;
+ candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
+ candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
::ImmSetCandidateWindow(himc, &candidate_form);
::ImmReleaseContext(hwnd, himc);
}
@@ -12002,6 +17503,7 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat
// - MetricsHelpMarker() [Internal]
// - ShowMetricsWindow()
// - DebugNodeColumns() [Internal]
+// - DebugNodeDockNode() [Internal]
// - DebugNodeDrawList() [Internal]
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
// - DebugNodeStorage() [Internal]
@@ -12022,13 +17524,15 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP*
ImVec2 scale = bb.GetSize() / viewport->Size;
ImVec2 off = bb.Min - viewport->Pos * scale;
- float alpha_mul = 1.0f;
- window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
+ float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f;
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
for (int i = 0; i != g.Windows.Size; i++)
{
ImGuiWindow* thumb_window = g.Windows[i];
if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
continue;
+ if (thumb_window->Viewport != viewport)
+ continue;
ImRect thumb_r = thumb_window->Rect();
ImRect title_r = thumb_window->TitleBarRect();
@@ -12066,6 +17570,13 @@ static void RenderViewportsThumbnails()
ImGui::Dummy(bb_full.GetSize() * SCALE);
}
+static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs)
+{
+ const ImGuiViewportP* a = *(const ImGuiViewportP* const *)lhs;
+ const ImGuiViewportP* b = *(const ImGuiViewportP* const *)rhs;
+ return b->LastFrontMostStampCount - a->LastFrontMostStampCount;
+}
+
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
static void MetricsHelpMarker(const char* desc)
{
@@ -12121,19 +17632,20 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
{
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
if (rect_type == TRT_OuterRect) { return table->OuterRect; }
else if (rect_type == TRT_InnerRect) { return table->InnerRect; }
else if (rect_type == TRT_WorkRect) { return table->WorkRect; }
else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; }
else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; }
else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; }
- else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); }
+ else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
- else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate
- else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); }
- else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); }
- else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
+ else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate
+ else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
+ else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
+ else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
IM_ASSERT(0);
return ImRect();
}
@@ -12266,9 +17778,15 @@ void ImGui::ShowMetricsWindow(bool* p_open)
for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
{
ImGuiViewportP* viewport = g.Viewports[viewport_i];
+ bool viewport_has_drawlist = false;
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
- DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
+ {
+ if (!viewport_has_drawlist)
+ Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
+ viewport_has_drawlist = true;
+ DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
+ }
}
TreePop();
}
@@ -12279,6 +17797,36 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Indent(GetTreeNodeToLabelSpacing());
RenderViewportsThumbnails();
Unindent(GetTreeNodeToLabelSpacing());
+
+ bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
+ SameLine();
+ MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
+ if (open)
+ {
+ for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
+ {
+ const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
+ BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
+ i, mon.DpiScale * 100.0f,
+ mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
+ mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
+ }
+ TreePop();
+ }
+
+ BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
+ if (TreeNode("Inferred Z order (front-to-back)"))
+ {
+ static ImVector<ImGuiViewportP*> viewports;
+ viewports.resize(g.Viewports.Size);
+ memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
+ if (viewports.Size > 1)
+ ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
+ for (int i = 0; i < viewports.Size; i++)
+ BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A");
+ TreePop();
+ }
+
for (int i = 0; i < g.Viewports.Size; i++)
DebugNodeViewport(g.Viewports[i]);
TreePop();
@@ -12331,6 +17879,17 @@ void ImGui::ShowMetricsWindow(bool* p_open)
#ifdef IMGUI_HAS_DOCK
if (TreeNode("Docking"))
{
+ static bool root_nodes_only = true;
+ ImGuiDockContext* dc = &g.DockContext;
+ Checkbox("List root nodes", &root_nodes_only);
+ Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
+ if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
+ SameLine();
+ if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
+ for (int n = 0; n < dc->Nodes.Data.Size; n++)
+ if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+ if (!root_nodes_only || node->IsRootNode())
+ DebugNodeDockNode(node, "Node");
TreePop();
}
#endif // #ifdef IMGUI_HAS_DOCK
@@ -12373,6 +17932,29 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
#ifdef IMGUI_HAS_DOCK
+ if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
+ {
+ ImGuiDockContext* dc = &g.DockContext;
+ Text("In SettingsWindows:");
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ if (settings->DockId != 0)
+ BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId);
+ Text("In SettingsNodes:");
+ for (int n = 0; n < dc->NodesSettings.Size; n++)
+ {
+ ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
+ const char* selected_tab_name = NULL;
+ if (settings->SelectedTabId)
+ {
+ if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
+ selected_tab_name = window->Name;
+ else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabId))
+ selected_tab_name = window_settings->GetName();
+ }
+ BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
+ }
+ TreePop();
+ }
#endif // #ifdef IMGUI_HAS_DOCK
if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
@@ -12389,9 +17971,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("WINDOWING");
Indent();
Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
- Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
+ Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
+ Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0);
Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+ Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
Unindent();
Text("ITEMS");
@@ -12400,7 +17984,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
int active_id_using_key_input_count = 0;
- for (int n = 0; n < ImGuiKey_NamedKey_COUNT; n++)
+ for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0;
Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, active_id_using_key_input_count);
Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
@@ -12477,8 +18061,21 @@ void ImGui::ShowMetricsWindow(bool* p_open)
#ifdef IMGUI_HAS_DOCK
// Overlay: Display Docking info
- if (show_docking_nodes && g.IO.KeyCtrl)
+ if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.HoveredDockNode)
{
+ char buf[64] = "";
+ char* p = buf;
+ ImGuiDockNode* node = g.HoveredDockNode;
+ ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
+ p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
+ p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
+ p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
+ p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
+ int depth = DockNodeGetDepth(node);
+ overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
+ ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
+ overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
+ overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
}
#endif // #ifdef IMGUI_HAS_DOCK
@@ -12515,8 +18112,92 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
TreePop();
}
+static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
+{
+ using namespace ImGui;
+ PushID(label);
+ PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
+ Text("%s:", label);
+ if (!enabled)
+ BeginDisabled();
+ CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit);
+ CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
+ CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
+ CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
+ CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
+ CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
+ CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
+ CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
+ CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking);
+ CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe);
+ CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
+ CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
+ CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
+ CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
+ if (!enabled)
+ EndDisabled();
+ PopStyleVar();
+ PopID();
+}
+
+// [DEBUG] Display contents of ImDockNode
+void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
+{
+ ImGuiContext& g = *GImGui;
+ const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
+ const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted
+ if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+ bool open;
+ if (node->Windows.Size > 0)
+ open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
+ else
+ open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
+ if (!is_alive) { PopStyleColor(); }
+ if (is_active && IsItemHovered())
+ if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
+ GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
+ if (open)
+ {
+ IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
+ IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
+ BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
+ node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
+ DebugNodeWindow(node->HostWindow, "HostWindow");
+ DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
+ BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
+ BulletText("Misc:%s%s%s%s%s%s",
+ node->IsDockSpace() ? " IsDockSpace" : "",
+ node->IsCentralNode() ? " IsCentralNode" : "",
+ is_alive ? " IsAlive" : "", is_active ? " IsActive" : "",
+ node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
+ node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
+ if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
+ {
+ if (BeginTable("flags", 4))
+ {
+ TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
+ TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
+ TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
+ TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
+ EndTable();
+ }
+ TreePop();
+ }
+ if (node->ParentNode)
+ DebugNodeDockNode(node->ParentNode, "ParentNode");
+ if (node->ChildNodes[0])
+ DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
+ if (node->ChildNodes[1])
+ DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
+ if (node->TabBar)
+ DebugNodeTabBar(node->TabBar, "TabBar");
+ TreePop();
+ }
+}
+
// [DEBUG] Display contents of ImDrawList
-void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)
+// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
+void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
{
ImGuiContext& g = *GImGui;
ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
@@ -12533,7 +18214,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list,
return;
}
- ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
+ ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
if (window && IsItemHovered() && fg_draw_list)
fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!node_open)
@@ -12762,7 +18443,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
p += ImFormatString(p, buf_end - p, "%s'%s'",
- tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???");
+ tab_n > 0 ? ", " : "", (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???");
}
p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
@@ -12784,7 +18465,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f",
- tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth);
+ tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth);
PopID();
}
TreePop();
@@ -12794,19 +18475,31 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
{
SetNextItemOpen(true, ImGuiCond_Once);
- if (TreeNode("viewport0", "Viewport #%d", 0))
+ if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
{
ImGuiWindowFlags flags = viewport->Flags;
- BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",
+ BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
- viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y);
- BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,
- (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "",
+ viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
+ viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
+ if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
+ BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
+ //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
(flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
- (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "");
+ (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
+ (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
+ (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
+ (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
+ (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
+ (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
+ (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
+ (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
+ (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "",
+ (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
+ (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
- DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
+ DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
TreePop();
}
}
@@ -12834,12 +18527,13 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
TextDisabled("Note: some memory buffers have been compacted/freed.");
ImGuiWindowFlags flags = window->Flags;
- DebugNodeDrawList(window, window->DrawList, "DrawList");
+ DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
(flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
(flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
+ BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
@@ -12856,7 +18550,15 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));
}
BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
+
+ BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
+ BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
+ BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
+ if (window->DockNode || window->DockNodeAsHost)
+ DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
+
if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
+ if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
@@ -13000,27 +18702,44 @@ void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* dat
ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
- int data_len;
switch (data_type)
{
case ImGuiDataType_S32:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
break;
case ImGuiDataType_String:
- data_len = data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id);
- ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "\"%.*s\"", data_len, (const char*)data_id);
+ ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
break;
case ImGuiDataType_Pointer:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
break;
case ImGuiDataType_ID:
- if (info->Desc[0] == 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
- ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
+ if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
+ return;
+ ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
break;
default:
IM_ASSERT(0);
}
info->QuerySuccess = true;
+ info->DataType = data_type;
+}
+
+static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
+{
+ ImGuiStackLevelInfo* info = &tool->Results[n];
+ ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
+ if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
+ return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
+ if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
+ return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
+ if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
+ return (*buf = 0);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo()
+ return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
+#endif
+ return ImFormatString(buf, buf_size, "???");
}
// Stack Tool: Display UI
@@ -13036,6 +18755,7 @@ void ImGui::ShowStackToolWindow(bool* p_open)
}
// Display hovered/active status
+ ImGuiStackTool* tool = &g.DebugStackTool;
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
const ImGuiID active_id = g.ActiveId;
#ifdef IMGUI_ENABLE_TEST_ENGINE
@@ -13046,8 +18766,33 @@ void ImGui::ShowStackToolWindow(bool* p_open)
SameLine();
MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
+ // CTRL+C to copy path
+ const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
+ Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
+ SameLine();
+ TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
+ if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiKey_ModCtrl) && IsKeyPressed(ImGuiKey_C))
+ {
+ tool->CopyToClipboardLastTime = (float)g.Time;
+ char* p = g.TempBuffer;
+ char* p_end = p + IM_ARRAYSIZE(g.TempBuffer);
+ for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
+ {
+ *p++ = '/';
+ char level_desc[256];
+ StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
+ for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
+ {
+ if (level_desc[n] == '/')
+ *p++ = '\\';
+ *p++ = level_desc[n];
+ }
+ }
+ *p = '\0';
+ SetClipboardText(g.TempBuffer);
+ }
+
// Display decorated stack
- ImGuiStackTool* tool = &g.DebugStackTool;
tool->LastActiveFrame = g.FrameCount;
if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
{
@@ -13061,23 +18806,9 @@ void ImGui::ShowStackToolWindow(bool* p_open)
ImGuiStackLevelInfo* info = &tool->Results[n];
TableNextColumn();
Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
-
TableNextColumn();
- ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? FindWindowByID(info->ID) : NULL;
- if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
- Text("\"%s\" [window]", window->Name);
- else if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
- TextUnformatted(info->Desc);
- else if (tool->StackLevel >= tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
- {
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- if (const char* label = ImGuiTestEngine_FindItemDebugLabel(&g, info->ID)) // Source: ImGuiTestEngine's ItemInfo()
- Text("??? \"%s\"", label);
- else
-#endif
- TextUnformatted("???");
- }
-
+ StackToolFormatLevelInfo(tool, n, true, g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer));
+ TextUnformatted(g.TempBuffer);
TableNextColumn();
Text("0x%08X", info->ID);
if (n == tool->Results.Size - 1)
@@ -13093,7 +18824,7 @@ void ImGui::ShowStackToolWindow(bool* p_open)
void ImGui::ShowMetricsWindow(bool*) {}
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
-void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}
+void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
void ImGui::DebugNodeFont(ImFont*) {}
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}