diff --git a/imgui.cpp b/imgui.cpp index 6da9b3ab5..342f58d02 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -12815,6 +12815,29 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) 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); @@ -12826,6 +12849,8 @@ void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* windo window->Collapsed = false; window->DockIsActive = false; window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + MarkIniSettingsDirty(); } @@ -12839,6 +12864,9 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { // 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++) @@ -12847,7 +12875,7 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) } else { - // Otherwise extract our node and merging our sibling back into the parent node. + // 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; @@ -12855,7 +12883,8 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) 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_Window; + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); node->WantMouseMove = true; MarkIniSettingsDirty(); }