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Docking: move NavWindow to SelectedTabId application lower to leave a…
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… chance for in-between code to alter focus. + store per-node window menu button id to simplify usage.
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ocornut committed Apr 13, 2021
1 parent 646c873 commit 3f16a52
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Showing 2 changed files with 12 additions and 7 deletions.
14 changes: 9 additions & 5 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -12761,7 +12761,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
ImGuiDir split_dir = req->DockSplitDir;
if (split_dir != ImGuiDir_None)
{
// Split into one, one side will be our payload node unless we are dropping a loose window
// 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;
Expand Down Expand Up @@ -12970,6 +12970,7 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode*
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
{
ID = id;
WindowMenuButtonId = ImHashStr("#COLLAPSE", 0, ID);
SharedFlags = LocalFlags = ImGuiDockNodeFlags_None;
ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
TabBar = NULL;
Expand Down Expand Up @@ -13804,13 +13805,11 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
ImVec2 window_menu_button_pos;
DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos);

// Submit new tabs and apply NavWindow focus back to the tab bar. They will be added as Unsorted and sorted below based on relative DockOrder value.
// 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 (g.NavWindow && g.NavWindow->RootWindow == window)
tab_bar->SelectedTabId = window->ID;
if (TabBarFindTabByID(tab_bar, window->ID) == NULL)
TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
}
Expand All @@ -13824,7 +13823,8 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
// Docking/Collapse button
if (has_window_menu_button)
{
if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node))
IMGUI_TEST_ENGINE_ID_INFO(node->WindowMenuButtonId, ImGuiDataType_String, "#COLLAPSE");
if (CollapseButton(node->WindowMenuButtonId, window_menu_button_pos, node))
OpenPopup("#WindowMenu");
if (IsItemActive())
focus_tab_id = tab_bar->SelectedTabId;
Expand All @@ -13847,6 +13847,10 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w
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;
Expand Down
5 changes: 3 additions & 2 deletions imgui_internal.h
Original file line number Diff line number Diff line change
Expand Up @@ -1227,6 +1227,7 @@ enum ImGuiDockNodeState
struct IMGUI_API ImGuiDockNode
{
ImGuiID ID;
ImGuiID WindowMenuButtonId; // == ImHashStr("#COLLAPSE", ID)
ImGuiDockNodeFlags SharedFlags; // Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
ImGuiDockNodeFlags LocalFlags; // Flags specific to this node
ImGuiDockNodeState State;
Expand Down Expand Up @@ -2860,8 +2861,8 @@ extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt,
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA));
#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2));
#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA));
#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2));
#else
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) do { } while (0)
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) do { } while (0)
Expand Down

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