From 105d82d134e62d0aaf73bbd632effeef15377ed6 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 20 May 2021 18:12:08 +0200 Subject: [PATCH] Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. Tweak rendering and alignment of dock node menu marker. (#4130) + Fix ~0 in EndFrameDrawDimmedBackgrounds() which is obsolete way of signifying "all round corners". --- docs/CHANGELOG.txt | 4 +++- imgui.cpp | 40 ++++++++++++++++++++++++---------------- imgui_draw.cpp | 4 ++-- imgui_widgets.cpp | 3 +-- 4 files changed, 30 insertions(+), 21 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 8e4f0ba9..3ea0f6c9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -177,7 +177,9 @@ Docking+Viewports Branch: option set to false (dock/undock by default, hold shift to avoid docking). (#2109) - Docking: DockSpace() returns its node ID. - Docking: Dockspace() never draws a background. (#3924) -- Docking: undocking nodes/windows covering most of the monitor max their size down to 90% to ease manipulations. +- Docking: Undocking nodes/windows covering most of the monitor max their size down to 90% to ease manipulations. +- Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. (#4130) +- Docking: Tweak rendering and alignment of dock node menu marker. (#4130) - Docking: Fixed restoring of tab order within a dockspace or a split node. - Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame. - Docking: Fixed multiple simultaneously reappearing window from appearing undocked for one frame. diff --git a/imgui.cpp b/imgui.cpp index 9aabced0..aef10520 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4600,7 +4600,7 @@ static void ImGui::EndFrameDrawDimmedBackgrounds() bb.Expand(-g.FontSize - 1.0f); rounding = window->WindowRounding; } - draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, 0, 3.0f); draw_list->PopClipRect(); } } @@ -5960,7 +5960,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar } // Render title text, collapse button, close button -// When inside a dock node, this is handled in DockNodeUpdateTabBar() instead. +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { ImGuiContext& g = *GImGui; @@ -12361,7 +12361,7 @@ namespace ImGui static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); - static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } @@ -13872,7 +13872,8 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Layout ImRect title_bar_rect, tab_bar_rect; ImVec2 window_menu_button_pos; - DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos); + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. const int tabs_count_old = tab_bar->Tabs.Size; @@ -13996,8 +13997,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w PushItemFlag(ImGuiItemFlags_Disabled, true); PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); } - const float button_sz = g.FontSize; - if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x * 2.0f - button_sz, 0.0f))) + if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->VisibleTabId)) { node->WantCloseTabId = tab->ID; @@ -14115,27 +14115,35 @@ static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* } // window menu button == collapse button when not in a dock node. -// FIXME: This is similar to RenderWindowTitleBarContents, may want to share code. -static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos) +// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) { ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); if (out_title_rect) { *out_title_rect = r; } + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + ImVec2 window_menu_button_pos = r.Min; - r.Min.x += g.Style.FramePadding.x; - r.Max.x -= g.Style.FramePadding.x; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; if (node->HasCloseButton) { - r.Max.x -= g.FontSize;// +1.0f; // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none. + r.Max.x -= button_sz; + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y); } - if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) { - r.Min.x += g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a docking tab bar. Instead we adjusted RenderArrowDockMenu() + r.Min.x += button_sz + style.ItemInnerSpacing.x; } - else if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Right) + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) { - r.Max.x -= g.FontSize + g.Style.FramePadding.x; + r.Max.x -= button_sz + style.FramePadding.x; window_menu_button_pos = ImVec2(r.Max.x, r.Min.y); } if (out_tab_bar_rect) { *out_tab_bar_rect = r; } @@ -14352,7 +14360,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock { // Compute target tab bar geometry so we can locate our preview tabs ImRect tab_bar_rect; - DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL); + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); ImVec2 tab_pos = tab_bar_rect.Min; if (host_node && host_node->TabBar) { diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 802458b1..43acfbc3 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -3811,8 +3811,8 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half // and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) { - draw_list->AddRectFilled(p_min + ImVec2(sz * 0.10f, sz * 0.15f), p_min + ImVec2(sz * 0.70f, sz * 0.30f), col); - RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.40f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); + draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); } static inline float ImAcos01(float x) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 3b575cad..3a7fc9a1 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -838,12 +838,11 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no // Render //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); - ImVec2 off = dock_node ? ImVec2(IM_FLOOR(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(center + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); + window->DrawList->AddCircleFilled(center + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); if (dock_node) RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col);