S&box Wiki
Home
/
Edit Widget Docking
View
Edit
History
No Category
Developer Overview
The Project System
Publishing To Asset Party
Getting Started With Hammer
Mapping Basics
Mapping Entities
Advanced Mapping Techniques
Getting Started with Modeldoc
Animgraph & Animation
Physics
Modeldoc Nodes
Advanced Modelling
UI Basics
Styles & Stylesheets
Razor Templates
Game Menus
Materials
Built In Shaders
Shaders
Shader Reference
Sounds & Audio
Particles
Getting Started
Making Games
Input
Networking
Physics
Rendering
Editor & Tools
VR
Misc
Playing Guides
Console Commands & Variables
Dedicated Server
Log in to edit
Widget Docking
<cat>Code.Editor</cat> <title>Widget Docking</title> # Widget Docking Widget docking makes it easy for users to layout the UI you make how they want. The editor makes heavy use of docking to allow for these customizations. If you just want to add a widget to an existing dock window (such as the editor or hammer), <page text="read this">Guide_to_Widgets#option1widgetwithdockattribute</page>. The [DockWindow widget](https://asset.party/api/Editor.DockWindow) provides a [DockManager](https://asset.party/api/Editor.DockManager) for creating docks and adding widgets to them. To get started, create a class the inherits the DockWindow widget and add some method of opening it. If you're not sure how to open it, <page text="read this">Guide_to_Widgets#creatingandopeningawindow</page>. Create a widget, and add the widget to the dock manager in your constructor like this ```cs public SomeWidgetConstuctor() { //code ... Label dockedWidget = new("a docked widget!", this) { WindowTitle = "this will show up on the tab" }; DockManager.AddDock(null, dockedWidget); } ``` The result of adding these two lines will look something like this <upload src="8f39a/8dbc8234b45f814.png" size="12055" name="sbox-dev_YC6iRNpRUI.png" /> Duplicate the code above, and you will have two docks each with a widget of their own <upload src="8f39a/8dbc8251712f234.png" size="18110" name="sbox-dev_Zk3oF04mhJ.png" /> With just two docks, the widgets can now be dragged around inside the dock window and oriented how the user desires You can have multiple widgets docked ontop each other by using [DockArea.Inside](https://asset.party/api/Editor.DockArea.Inside) as the third parameter of [DockManager.AddDock](https://asset.party/api/Editor.DockManager.AddDock(Widget,Widget,DockArea,DockProperty,float)) ```cs Label widgetThree = new("some docked widget", this) { WindowTitle = "widget three" }; DockManager.AddDock(null, widgetThree, DockArea.Inside); ``` You can choose what widget to dock ontop of by specifying the first parameter ```cs Label widgetOne = new("a docked widget!", this) { WindowTitle = "widget one" }; DockManager.AddDock(null, widgetOne); //docks left of widgetOne Label widgetTwo = new("another docked widget!", this) { WindowTitle = "widget two" }; DockManager.AddDock(null, widgetTwo); //docks ontop of widgetOne Label widgetThree = new("some docked widget", this) { WindowTitle = "widget three" }; DockManager.AddDock(widgetOne, widgetThree, DockArea.Inside); ``` Which will look like this <upload src="8f39a/8dbc8269cb73b6f.png" size="17936" name="sbox-dev_By658ffPBs.png" /> # Dock Properties Remember that these widgets can be move around however the user wants. If you want to add restrictions, you can use a [DockProperty](https://asset.party/api/Editor.DockManager.DockProperty) eg. ```cs Label widgetOne = new("a docked widget!", this) { WindowTitle = "widget one" }; DockManager.AddDock(null, widgetOne, DockArea.Left, DockManager.DockProperty.DisallowUserDocking); ``` This will prevent the widget from being docked elsewhere. The widget can still be closed, so to prevent that you can add the [HideCloseButton](https://asset.party/api/Editor.DockManager.DockProperty.HideCloseButton) property. ```cs Label widgetOne = new("a docked widget!", this) { WindowTitle = "widget one" }; DockManager.AddDock(null, widgetOne, DockArea.Left, DockManager.DockProperty.DisallowUserDocking | DockManager.DockProperty.HideCloseButton); ``` <note>All widgets are forced to use [DockProperty.AlwaysDisplayFullTabs](https://asset.party/api/Editor.DockManager.DockProperty.AlwaysDisplayFullTabs) as a dock property with the current implementation of DockManager.AddDock</note> # Registering Docks You may want to let players close and reopen docked widgets. You can do this by registering a dock and creating a widget with the the same name as the dock. ```cs Label hidableWidget = new("another docked widget!", this) { Name = "SomeWidgetName", WindowTitle = "widget two", }; //register the dock, and dont delete it on close DockManager.RegisterDockType("SomeWidgetName", "directions_boat", null, false); DockManager.AddDock(null, hidableWidget); ``` We will use a view menu in the menu bar to list the widgets that can be hidden. This will let users hide and show the widget. Add a method in your dock window's class for when the view menu opens ```cs void OnViewMenu(Menu view) { //clear the old options view.Clear(); //it's a good idea to allow resetting to some default state //you can override RestoreDefaultDockLayout to dock the widgets however you want view.AddOption("Restore To Default", "settings_backup_restore", RestoreDefaultDockLayout); view.AddSeparator(); //create an option in the view menu for every registered dock foreach (DockManager.DockInfo dockInfo in DockManager.DockTypes) { if (dockInfo.DeleteOnClose) continue; Option option = view.AddOption(dockInfo.Title, dockInfo.Icon); option.Checkable = true; option.Checked = DockManager.IsDockOpen(dockInfo.Title); option.Toggled += (state) => DockManager.SetDockState(dockInfo.Title, state); } } ``` Then add the view menu to the menu bar in your dock window's constructor ```cs Menu viewMenu = MenuBar.AddMenu("View"); viewMenu.AboutToShow += () => OnViewMenu(viewMenu); ``` It should appear like this <upload src="8f39a/8dbc82b5f80c60b.png" size="3628" name="sbox-dev_vNSaAgsdjO.png" /> <upload src="8f39a/8dbc82b6ad5ea6d.png" size="5507" name="sbox-dev_uGXGYtezxS.png" /> Clicking the option in the view menu will now hide and show the widget
S&box Wiki
Development
Developer Overview
6
Editor Overview
General FAQ
System Requirements
The s&box wiki
Troubleshooting
Useful Links
The Project System
4
Adding Assets
Creating a Game Project
Project Settings Window - Games
Project Types
Publishing To Asset Party
2
Uploading assets
Uploading projects
Hammer
Getting Started With Hammer
3
Getting Started With Hammer
Making Your First Map
Mapping Resources
Mapping Basics
7
Cordons
Hotspot Materials
Selection Sets
Standard Mapping Dimensions
Tool Materials
Tools Visualisation Modes
Using Entities That Require a Mesh
Mapping Entities
2
Creating a Door
Light Entities
Advanced Mapping Techniques
8
Collaborating With Prefabs and Git
Instances
Prefabs
Quixel Bridge Plugin
Tilesets
Tilesets-Advanced
Tilesets-Proxies
VIS Optimizations
Models & Animation
Getting Started with Modeldoc
7
Automatic Model Setup
Breakpieces
Creating a Model
Guide to Models
Importing Rust Weapons
LODs
ModelDoc FAQ & best practices
Animgraph & Animation
4
Animations without Animgraph
AnimEvents, AnimGraph Tags, Attachments
Animgraph
Delta Animations
Physics
3
Cloth Physics
Collisions, Physics & Surface Types
Jiggle Bones
Modeldoc Nodes
1
Custom ModelDoc nodes
Advanced Modelling
6
Bodygroups
Citizen
First Person
IKChains and Stride Retargeting
Morphs
Vertex Normals
User Interface
UI Basics
6
Custom Fonts
Embedding Websites
Enabling Pointer Events
Events and Input
UI Basics
UI with Components
Styles & Stylesheets
1
Video Backgrounds
Razor Templates
4
A Razor Overview
Aliases and SetProperty Attributes
Generic Components
Templates
Game Menus
1
Making a Custom Pause Screen
Materials & Shaders
Materials
5
Guide to Materials
Material Attributes
Material Resources
Texture Settings
Using Dynamic Expressions
Built In Shaders
2
Foliage Shader
Glass Shader
Shaders
4
Compute Shaders
Constant Buffers
Material API
Shading Model
Shader Reference
5
Anatomy of Shader Files
Getting rid of Tex2D macros
Shader Reference
Shader States
Texture Format Cheat-Sheet
Other Assets
Sounds & Audio
4
Guide to Sounds
Sound Events
Sound Occlusion
Soundscapes
Particles
5
Creating animated sprites
Creating your first particle effect
Understanding Particle Editor
Using custom sprites
Using particle systems from C#
Coding
Getting Started
5
Cheat Sheet
Learning Resources
Setting up Rider
Setting up Visual Studio
Setting up Visual Studio Code
Making Games
2
Components
GameObjects
Input
4
Commands
ConVars
Input System
Speech Recognition
Networking
7
Auth Tokens
Http Requests
Lobby System
Networked Types
Networking Basics
RPCs
WebSockets
Physics
5
Collisions
Hitboxes
Joints
Traces
Triggers
Rendering
3
Render Tags
RenderHooks
Scenes
Editor & Tools
5
Guide to Widgets
Hammer API
Hammer Gizmos
Hotload Performance
Widget Docking
VR
3
Getting Started
VR Input
VR Overlays
Misc
10
Asset Types
Attributes and Component Properties
Backend API
Code Accesslist
CPU Performance Profiling
DisplayInfo
package/find
Setting Up A Navigation Mesh
Threaded Tasks
TypeLibrary
Playing
Playing Guides
3
Default Keybinds
Proton
s&box on macOS (Experimental)
Console Commands & Variables
1
Launch Arguments
Dedicated Server
1
Dedicated Servers