diff --git a/imgui.cpp b/imgui.cpp index 4f0744a1..15445b4e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -14646,7 +14646,8 @@ namespace ImGui 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 DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, 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); @@ -14720,6 +14721,8 @@ void ImGui::DockContextInitialize(ImGuiContext* ctx) ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; ini_handler.WriteAllFn = DockSettingsHandler_WriteAll; g.SettingsHandlers.push_back(ini_handler); + + g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default; } void ImGui::DockContextShutdown(ImGuiContext* ctx) @@ -16122,11 +16125,39 @@ static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* r return (a->BeginOrderWithinContext - b->BeginOrderWithinContext); } -static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) +// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node. +// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented) +// Custom overrides may want to decorate, group, sort entries. +// Please note those are internal structures: if you copy this expect occasional breakage. +static void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar) +{ + IM_UNUSED(ctx); + if (tab_bar->Tabs.Size == 1) + { + // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table. + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) + node->WantHiddenTabBarToggle = true; + } + else + { + // Display a selectable list of windows in this docking node + 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(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) + TabBarQueueFocus(tab_bar, tab); + SameLine(); + Text(" "); + } + } +} + +static void ImGui::DockNodeWindowMenuUpdate(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 @@ -16134,27 +16165,9 @@ static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* if (BeginPopup("#WindowMenu")) { node->IsFocused = true; - if (tab_bar->Tabs.Size == 1) - { - if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), 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(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId)) - ret_tab_id = tab->ID; - SameLine(); - Text(" "); - } - } + g.DockNodeWindowMenuHandler(&g, node, tab_bar); 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. @@ -16267,8 +16280,10 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // 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; + ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId; + DockNodeWindowMenuUpdate(node, tab_bar); + if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id) + focus_tab_id = tab_bar->NextSelectedTabId; is_focused |= node->IsFocused; } diff --git a/imgui_internal.h b/imgui_internal.h index 85f93d89..ab3c3590 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2163,6 +2163,7 @@ struct ImGuiContext // Extensions // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? ImGuiDockContext DockContext; + void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); // Settings bool SettingsLoaded; @@ -2356,6 +2357,8 @@ struct ImGuiContext PlatformImeViewport = 0; PlatformLocaleDecimalPoint = '.'; + DockNodeWindowMenuHandler = NULL; + SettingsLoaded = false; SettingsDirtyTimer = 0.0f; HookIdNext = 0;