Docking: Added DockingSeparatorSize to style (#3481, #4721, #2522)

(DockingSplitterSize in current commit, about to be renamed)
This commit is contained in:
PossiblyAShrub 2020-09-19 22:32:18 -07:00 committed by ocornut
parent 8566fec661
commit a5aff5fd3e
3 changed files with 10 additions and 6 deletions

View File

@ -1012,7 +1012,6 @@ static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10); // Multi
// Docking
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
static const float DOCKING_SPLITTER_SIZE = 2.0f;
//-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS
@ -1185,6 +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
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).
@ -15294,7 +15294,7 @@ 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(), DOCKING_SPLITTER_SIZE);
ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSplitterSize);
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 +16767,7 @@ 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(), DOCKING_SPLITTER_SIZE);
ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSplitterSize);
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 +17249,7 @@ 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(), DOCKING_SPLITTER_SIZE));
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));
}
// Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
@ -17366,7 +17366,7 @@ 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] - DOCKING_SPLITTER_SIZE);
float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSplitterSize);
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;
@ -17470,7 +17470,7 @@ 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 = DOCKING_SPLITTER_SIZE;
const float spacing = g.Style.DockingSplitterSize;
const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
const float size_avail = ImMax(size[axis] - spacing, 0.0f);

View File

@ -1992,6 +1992,7 @@ 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 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).

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@ -6378,6 +6378,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f");
ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
ImGui::SeparatorText("Docking");
ImGui::SliderFloat("DockingSplitterSize", &style.DockingSplitterSize, 0.0f, 12.0f, "%.0f");
ImGui::SeparatorText("Tooltips");
for (int n = 0; n < 2; n++)
if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))