Quote: "What do you mean by "fexi-box"?"
Since we don't have the actual name for whatever this is called we came up with that.
Most people have worked in environments like this. Each frame, docked window or box is flexible, it can be moved and scaled. The problem lies that if it does then everything else has to aswell adhering to each others constraints .
Quote: "At first glance the problem seems quite easy"
That's what I thought, but it actually turned out to be a very hard problem. The problem is moving the boxes. The fact that each box will have different constraints means every other box is affected by them and vice versa.
Quote: "I find it hard to believe that there is no other part to progress! For me, this dock system is UI polishing and should be a bottom-of-the-list task."
This is my third editor, I went with this to speed up development time, really. There is a massive advantage to being able to drag, drop, move and expand windows where you need to. It drastically sped up development when I was working with Unity over other game engines that don't have this flexibility. Most of the core engine work I've just ported from engine to engine so I've got most of the code. But I'd rather continue development in and editor.
This was my previous mini editor (GUI on the right) that hooked into the settings of whatever you were working on. It worked well for small stuff while I was working on my main editor.
"Get in the Van!" - Van B