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GUI: finish lock layout
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parent
eb926a668d
commit
d490746325
5 changed files with 13 additions and 7 deletions
1
TODO.md
1
TODO.md
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@ -14,7 +14,6 @@
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- volume commands should work on Game Boy
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- add another FM editor layout
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- try to find out why does VSlider not accept keyboard input
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- finish lock layout
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- if macros have release, note off should release them
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- add ability to select a column by double clicking
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- add ability to move selection by dragging
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4
extern/imgui_patched/imgui.cpp
vendored
4
extern/imgui_patched/imgui.cpp
vendored
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@ -3909,6 +3909,8 @@ void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* nod
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if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
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if (undock_floating_node || root_node->IsDockSpace())
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can_undock_node = true;
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if (node->MergedFlags & ImGuiDockNodeFlags_NoMove)
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can_undock_node = false;
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}
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const bool clicked = IsMouseClicked(0);
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@ -6122,7 +6124,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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// Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
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ImGuiDockNode* node = window->DockNode;
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if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
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if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar() && !(node->MergedFlags & ImGuiDockNodeFlags_NoMove))
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{
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float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
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float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
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3
extern/imgui_patched/imgui.h
vendored
3
extern/imgui_patched/imgui.h
vendored
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@ -1342,7 +1342,8 @@ enum ImGuiDockNodeFlags_
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ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
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ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved.
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ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
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ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node.
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ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node.
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ImGuiDockNodeFlags_NoMove = 1 << 7 // Shared/Local // Disable moving node
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};
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// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
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8
extern/imgui_patched/imgui_widgets.cpp
vendored
8
extern/imgui_patched/imgui_widgets.cpp
vendored
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@ -8160,12 +8160,16 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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// Drag and drop a single floating window node moves it
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ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL;
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const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1);
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bool can_undock = true;
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if (node) {
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if (node->MergedFlags & ImGuiDockNodeFlags_NoMove) can_undock = false;
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}
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if (held && single_floating_window_node && IsMouseDragging(0, 0.0f))
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{
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// Move
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StartMouseMovingWindow(docked_window);
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}
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else if (held && !tab_appearing && IsMouseDragging(0))
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else if (held && !tab_appearing && IsMouseDragging(0) && can_undock)
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{
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// Drag and drop: re-order tabs
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int drag_dir = 0;
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@ -8247,7 +8251,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
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// Render tab label, process close button
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const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0;
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const ImGuiID close_button_id = (p_open && can_undock) ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0;
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bool just_closed;
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bool text_clipped;
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TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
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@ -3022,8 +3022,8 @@ bool FurnaceGUI::loop() {
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drawPattern();
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drawPiano();
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} else {
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globalWinFlags=lockLayout?ImGuiWindowFlags_NoMove:0;
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ImGui::DockSpaceOverViewport(NULL,lockLayout?(ImGuiDockNodeFlags_NoResize|ImGuiDockNodeFlags_NoCloseButton|ImGuiDockNodeFlags_NoDocking|ImGuiDockNodeFlags_NoDockingSplitMe|ImGuiDockNodeFlags_NoDockingSplitOther):0);
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globalWinFlags=0;
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ImGui::DockSpaceOverViewport(NULL,lockLayout?(ImGuiDockNodeFlags_NoWindowMenuButton|ImGuiDockNodeFlags_NoMove|ImGuiDockNodeFlags_NoResize|ImGuiDockNodeFlags_NoCloseButton|ImGuiDockNodeFlags_NoDocking|ImGuiDockNodeFlags_NoDockingSplitMe|ImGuiDockNodeFlags_NoDockingSplitOther):0);
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drawSubSongs();
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drawPattern();
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