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Docking: Added ImGuiDockNodeFlags_NoResize. (#2109)
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b8d9c5c130
commit
962dcb466d
134
imgui.cpp
134
imgui.cpp
@ -11618,82 +11618,90 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
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bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
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//if (g.IO.KeyCtrl) GetOverlayDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
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//bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
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//bb.Max[axis] -= 1;
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PushID(node->ID);
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// Gather list of nodes that are touching the splitter line. Find resizing limits based on those nodes.
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ImVector<ImGuiDockNode*> touching_nodes[2];
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float min_size = g.Style.WindowMinSize[axis];
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float resize_limits[2];
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resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
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resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
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ImGuiID splitter_id = GetID("##Splitter");
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if (g.ActiveId == splitter_id)
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if (node->Flags & ImGuiDockNodeFlags_NoResize)
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{
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// Only process when splitter is active
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DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
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DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
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for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
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resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
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for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
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resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
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/*
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// [DEBUG] Render limits
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ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport());
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for (int n = 0; n < 2; n++)
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if (axis == ImGuiAxis_X)
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draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
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else
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draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
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*/
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ImGuiWindow* window = g.CurrentWindow;
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window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
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}
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// Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
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float cur_size_0 = child_0->Size[axis];
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float cur_size_1 = child_1->Size[axis];
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float min_size_0 = resize_limits[0] - child_0->Pos[axis];
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float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
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if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS, RESIZE_WINDOWS_FROM_EDGES_FEEDBACK_TIMER))
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else
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{
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if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
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{
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child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
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child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
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child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
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//bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
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//bb.Max[axis] -= 1;
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PushID(node->ID);
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// Lock the size of every node that is a sibling of the node we are touching
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// This might be less desirable if we can merge sibling of a same axis into the same parental level.
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// Gather list of nodes that are touching the splitter line. Find resizing limits based on those nodes.
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ImVector<ImGuiDockNode*> touching_nodes[2];
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float min_size = g.Style.WindowMinSize[axis];
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float resize_limits[2];
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resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
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resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
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ImGuiID splitter_id = GetID("##Splitter");
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if (g.ActiveId == splitter_id)
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{
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// Only process when splitter is active
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DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
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DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
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for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
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resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
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for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
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resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
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/*
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// [DEBUG] Render limits
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ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport());
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for (int n = 0; n < 2; n++)
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if (axis == ImGuiAxis_X)
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draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
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else
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draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
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*/
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}
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// Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
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float cur_size_0 = child_0->Size[axis];
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float cur_size_1 = child_1->Size[axis];
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float min_size_0 = resize_limits[0] - child_0->Pos[axis];
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float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
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if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, RESIZE_WINDOWS_FROM_EDGES_HALF_THICKNESS, RESIZE_WINDOWS_FROM_EDGES_FEEDBACK_TIMER))
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{
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if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
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{
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child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
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child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
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child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
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// Lock the size of every node that is a sibling of the node we are touching
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// This might be less desirable if we can merge sibling of a same axis into the same parental level.
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#if 1
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for (int side_n = 0; side_n < 2; side_n++)
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for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
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{
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ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
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//ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport());
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//draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
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while (touching_node->ParentNode != node)
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for (int side_n = 0; side_n < 2; side_n++)
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for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
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{
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if (touching_node->ParentNode->SplitAxis == axis)
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ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
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//ImDrawList* draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport());
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//draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
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while (touching_node->ParentNode != node)
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{
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// Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
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ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
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node_to_preserve->WantLockSizeOnce = true;
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//draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
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//draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
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if (touching_node->ParentNode->SplitAxis == axis)
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{
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// Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
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ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
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node_to_preserve->WantLockSizeOnce = true;
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//draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
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//draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
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}
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touching_node = touching_node->ParentNode;
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}
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touching_node = touching_node->ParentNode;
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}
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}
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#endif
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DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
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DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
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MarkIniSettingsDirty();
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DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
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DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
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MarkIniSettingsDirty();
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}
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}
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PopID();
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}
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PopID();
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}
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if (child_0->IsVisible)
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9
imgui.h
9
imgui.h
@ -800,16 +800,17 @@ enum ImGuiTabItemFlags_
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ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
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};
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// Flags for ImGui::DockSpace()
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// Flags for ImGui::DockSpace(), inherited by child nodes.
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enum ImGuiDockNodeFlags_
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{
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ImGuiDockNodeFlags_None = 0,
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ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
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ImGuiDockNodeFlags_NoSplit = 1 << 1, // 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)
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//ImGuiDockNodeFlags_NoCentralNode = 1 << 2, // Disable Central Node (the node which can stay empty)
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//ImGuiDockNodeFlags_NoOuterBorder = 1 << 3, // Disable outer border on a DockSpace() node.
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ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 4, // Disable docking inside the Central Node, which will be always kept empty.
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ImGuiDockNodeFlags_PassthruDockspace = 1 << 5 // 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.
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ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 3, // Disable docking inside the Central Node, which will be always kept empty.
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//ImGuiDockNodeFlags_NoLayoutChanges = 1 << 4, // Disable adding/removing nodes interactively. Useful with programatically setup dockspaces.
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ImGuiDockNodeFlags_NoResize = 1 << 5, // Disable resizing child nodes using the splitter/separators. Useful with programatically setup dockspaces.
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ImGuiDockNodeFlags_PassthruDockspace = 1 << 6 // 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.
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};
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// Flags for ImGui::IsWindowFocused()
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@ -3831,9 +3831,10 @@ void ShowExampleAppDockSpace(bool* p_open)
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// which we can't undo at the moment without finer window depth/z control.
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//ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen_persistant);
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if (ImGui::MenuItem("Flag: NoSplit", "", (opt_flags & ImGuiDockNodeFlags_NoSplit) != 0)) opt_flags ^= ImGuiDockNodeFlags_NoSplit;
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if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (opt_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) opt_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode;
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if (ImGui::MenuItem("Flag: PassthruDockspace", "", (opt_flags & ImGuiDockNodeFlags_PassthruDockspace) != 0)) opt_flags ^= ImGuiDockNodeFlags_PassthruDockspace;
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if (ImGui::MenuItem("Flag: NoSplit", "", (opt_flags & ImGuiDockNodeFlags_NoSplit) != 0)) opt_flags ^= ImGuiDockNodeFlags_NoSplit;
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if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (opt_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) opt_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode;
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if (ImGui::MenuItem("Flag: NoResize", "", (opt_flags & ImGuiDockNodeFlags_NoResize) != 0)) opt_flags ^= ImGuiDockNodeFlags_NoResize;
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if (ImGui::MenuItem("Flag: PassthruDockspace", "", (opt_flags & ImGuiDockNodeFlags_PassthruDockspace) != 0)) opt_flags ^= ImGuiDockNodeFlags_PassthruDockspace;
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ImGui::Separator();
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if (ImGui::MenuItem("Close DockSpace", NULL, false, p_open != NULL))
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*p_open = false;
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