Docking: undocking nodes/windows covering most of the monitor max their size down to 90% to ease further manipulations.

Kind of a welcome hack.
This commit is contained in:
ocornut 2021-03-16 16:01:12 +01:00
parent 2231e1a369
commit b202fa9063

View File

@ -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();
}