Repository: godotengine/godot
File: editor/docks/editor_dock.h (C/C++)

Code before:
	BitField<DockLayout> available_layouts = DOCK_LAYOUT_VERTICAL | DOCK_LAYOUT_FLOATING;

	bool is_open = false;
	bool enabled = true;
	int previous_tab_index = -1;
	WindowWrapper *dock_window = nullptr;
	int dock_slot_index = DockConstants::DOCK_SLOT_NONE;

	void _set_default_slot_bind(DockSlot p_slot);
	DockSlot _get_default_slot_bind() const { return default_slot; }

	void _emit_changed();

protected:
	static void _bind_methods();

	GDVIRTUAL1(_update_layout, int)
	GDVIRTUAL2C(_save_layout_to_config, Ref<ConfigFile>, const String &)
	GDVIRTUAL2(_load_layout_from_config, Ref<ConfigFile>, const String &)

public:
	void open();
	void make_visible();
	void close();

	bool is_floating() { return dock_window; }

	void set_title(const String &p_title);
	String get_title() const { return title; }

	void set_layout_key(const String &p_key) { layout_key = p_key; }
	String get_layout_key() const { return layout_key; }

	void set_global(bool p_global);
	bool is_global() const { return global; }

	void set_transient(bool p_transient) { transient = p_transient; }
	bool is_transient() const { return transient; }

	void set_closable(bool p_closable) { closable = p_closable; }
	bool is_closable() const { return closable; }

	void set_icon_name(const StringName &p_name);
	StringName get_icon_name() const { return icon_name; }

	void set_dock_icon(const Ref<Texture2D> &p_icon);
	Ref<Texture2D> get_dock_icon() const { return dock_icon; }

	void set_force_show_icon(bool p_force);
	bool get_force_show_icon() const { return force_show_icon; }


Review comment (suggestion):
```suggestion
	bool is_floating() const { return dock_window; }
```
Unless there's some reason not to

Code after:
	BitField<DockLayout> available_layouts = DOCK_LAYOUT_VERTICAL | DOCK_LAYOUT_FLOATING;

	bool is_open = false;
	bool enabled = true;
	int previous_tab_index = -1;
	WindowWrapper *dock_window = nullptr;
	DockTabContainer *parent_dock_container = nullptr;
	int dock_slot_index = DOCK_SLOT_NONE;

	void _set_default_slot_bind(DockSlot p_slot);
	DockSlot _get_default_slot_bind() const { return default_slot; }

	void _emit_changed();

protected:
	void _notification(int p_what);
	static void _bind_methods();

	GDVIRTUAL1(_update_layout, int)
	GDVIRTUAL2C(_save_layout_to_config, Ref<ConfigFile>, const String &)
	GDVIRTUAL2(_load_layout_from_config, Ref<ConfigFile>, const String &)

public:
	void open();
	void make_visible();
	void make_floating();
	void close();

	void set_title(const String &p_title);
	String get_title() const { return title; }

	void set_layout_key(const String &p_key) { layout_key = p_key; }
	String get_layout_key() const { return layout_key; }

	void set_global(bool p_global);
	bool is_global() const { return global; }

	void set_transient(bool p_transient) { transient = p_transient; }
	bool is_transient() const { return transient; }

	void set_closable(bool p_closable) { closable = p_closable; }
	bool is_closable() const { return closable; }

	void set_icon_name(const StringName &p_name);
	StringName get_icon_name() const { return icon_name; }

	void set_dock_icon(const Ref<Texture2D> &p_icon);
	Ref<Texture2D> get_dock_icon() const { return dock_icon; }

	void set_force_show_icon(bool p_force);
	bool get_force_show_icon() const { return force_show_icon; }