From b79751ebad1f76170293a76190dac4d47ad264eb Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 11 Jul 2023 12:42:42 +0200 Subject: [PATCH] Docking: Added DockingSeparatorSize to style: amends (#3481, #4721, #2522) Add ImGuiStyleVar_DockingSeparatorSize + misc Docking related comments. --- docs/CHANGELOG.txt | 10 ++++++++++ imgui.cpp | 16 +++++++++------- imgui.h | 7 ++++--- imgui_demo.cpp | 20 +++++++++++--------- 4 files changed, 34 insertions(+), 19 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 051fba24c..1cb2599b2 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -97,6 +97,16 @@ Other changes: Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117. +----------------------------------------------------------------------- + VERSION 1.89.8 WIP (In Progress) +----------------------------------------------------------------------- + +Docking+Viewports Branch: + +- Docking: added style.DockingSeparatorSize, ImGuiStyleVar_DockingSeparatorSize. Now + also scaled by style.ScaleAllSizes(). (#3481, #4721, #2522) [@PossiblyAShrub, @wobbier] + + ----------------------------------------------------------------------- VERSION 1.89.7 (Released 2023-07-04) ----------------------------------------------------------------------- diff --git a/imgui.cpp b/imgui.cpp index 2b0231962..cda0b9912 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1184,7 +1184,7 @@ ImGuiStyle::ImGuiStyle() SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. - DockingSplitterSize = 2.0f; // Thickness of border/padding between docked windows + DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). @@ -1228,6 +1228,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) TabRounding = ImFloor(TabRounding * scale_factor); TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor); + DockingSeparatorSize = ImFloor(DockingSeparatorSize * scale_factor); DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); @@ -3151,6 +3152,7 @@ static const ImGuiDataVarInfo GStyleVarInfo[] = { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize }; const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) @@ -15294,7 +15296,7 @@ void ImGui::DockContextEndFrame(ImGuiContext* ctx) if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) { ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); - ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSplitterSize); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize); node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); } @@ -16767,7 +16769,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w if (is_focused) node->LastFrameFocused = g.FrameCount; ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSplitterSize); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize); host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); // Docking/Collapse button @@ -17249,7 +17251,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock overlay_rect.Min.y += GetFrameHeight(); if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) - overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSplitterSize)); + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize)); } // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) @@ -17366,7 +17368,7 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG parent_node->VisibleWindow = NULL; parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; - float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSplitterSize); + float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize); size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. child_0->SizeRef = child_1->SizeRef = parent_node->Size; @@ -17447,6 +17449,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si { // During the regular dock node update we write to all nodes. // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + ImGuiContext& g = *GImGui; const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; if (write_to_node) { @@ -17469,8 +17472,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) { - ImGuiContext& g = *GImGui; - const float spacing = g.Style.DockingSplitterSize; + const float spacing = g.Style.DockingSeparatorSize; const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; const float size_avail = ImMax(size[axis] - spacing, 0.0f); diff --git a/imgui.h b/imgui.h index ac240e6a8..5f47463c1 100644 --- a/imgui.h +++ b/imgui.h @@ -819,9 +819,9 @@ namespace ImGui // - Drag from window menu button (upper-left button) to undock an entire node (all windows). // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking. // About dockspaces: - // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. - // This is often used with ImGuiDockNodeFlags_PassthruCentralNode. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent. + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. @@ -1723,6 +1723,7 @@ enum ImGuiStyleVar_ ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign ImGuiStyleVar_SeparatorTextPadding,// ImVec2 SeparatorTextPadding + ImGuiStyleVar_DockingSeparatorSize,// float DockingSeparatorSize ImGuiStyleVar_COUNT }; @@ -1992,7 +1993,7 @@ struct ImGuiStyle ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! - float DockingSplitterSize; // Thickness of border/padding between docked windows + float DockingSeparatorSize; // Thickness of resizing border between docked windows float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 33fbcf3d1..94d709b0c 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -6379,7 +6379,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); ImGui::SeparatorText("Docking"); - ImGui::SliderFloat("DockingSplitterSize", &style.DockingSplitterSize, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f"); ImGui::SeparatorText("Tooltips"); for (int n = 0; n < 2; n++) @@ -7953,18 +7953,20 @@ static void ShowExampleAppCustomRendering(bool* p_open) // your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. void ShowExampleAppDockSpace(bool* p_open) { - // If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()! - // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! - // In this specific demo, we are not using DockSpaceOverViewport() because: - // - we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) - // - we allow the host window to have padding (when opt_padding == true) - // - we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() in your code!) - // TL;DR; this demo is more complicated than what you would normally use. - // If we removed all the options we are showcasing, this demo would become: + // READ THIS !!! + // TL;DR; this demo is more complicated than what most users you would normally use. + // If we remove all options we are showcasing, this demo would become: // void ShowExampleAppDockSpace() // { // ImGui::DockSpaceOverViewport(ImGui::GetMainViewport()); // } + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // In this specific demo, we are not using DockSpaceOverViewport() because: + // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) + // - (2) we allow the host window to have padding (when opt_padding == true) + // - (3) we expose many flags and need a way to have them visible. + // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() + // in your code, but we don't here because we allow the window to be floating) static bool opt_fullscreen = true; static bool opt_padding = false;