WIP Menus: Fixed repositioning of menus when there's no room in the 4 quadrants., we still keep them within the visible display area (#126)

vs popup which prefer to stay away from the mouse cursor
This commit is contained in:
ocornut 2015-05-24 23:17:06 +01:00
parent 1ab1712849
commit 8c1d7daef8

View File

@ -3227,14 +3227,14 @@ static void CheckStacksSize(ImGuiWindow* window, bool write)
IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup)); IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
} }
static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner) static ImVec2 FindBestWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner)
{ {
const ImGuiStyle& style = GImGui->Style; const ImGuiStyle& style = GImGui->Style;
// Clamp into visible area while not overlapping the cursor // Clamp into visible area while not overlapping the cursor
ImRect r_outer(GetVisibleRect()); ImRect r_outer(GetVisibleRect());
r_outer.Reduce(style.DisplaySafeAreaPadding); r_outer.Reduce(style.DisplaySafeAreaPadding);
ImVec2 mouse_pos_clamped = ImClamp(mouse_pos, r_outer.Min, r_outer.Max - size); ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Right, down, up, left. Favor last used direction. for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Right, down, up, left. Favor last used direction.
{ {
@ -3243,12 +3243,19 @@ static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, int
if (rect.GetWidth() < size.x || rect.GetHeight() < size.y) if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
continue; continue;
*last_dir = dir; *last_dir = dir;
return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : mouse_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : mouse_pos_clamped.y); return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y);
} }
// Fallback // Fallback
*last_dir = -1; *last_dir = -1;
return mouse_pos + ImVec2(2,2); if (flags & ImGuiWindowFlags_Tooltip) // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
return base_pos + ImVec2(2,2);
// Otherwise try to keep within display
ImVec2 pos = base_pos;
pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
return pos;
} }
static ImGuiWindow* FindWindowByName(const char* name) static ImGuiWindow* FindWindowByName(const char* name)
@ -3548,19 +3555,19 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
else else
rect_to_avoid = ImRect(parent_window->Pos.x + 4.0f, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - 4.0f, FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4) rect_to_avoid = ImRect(parent_window->Pos.x + 4.0f, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - 4.0f, FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
window->PosFloat = FindBestWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid); window->PosFloat = FindBestWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
} }
else if ((flags & ImGuiWindowFlags_Popup) != 0 && window_appearing_after_being_hidden && !window_pos_set_by_api) else if ((flags & ImGuiWindowFlags_Popup) != 0 && window_appearing_after_being_hidden && !window_pos_set_by_api)
{ {
ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1); ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
window->PosFloat = FindBestWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid); window->PosFloat = FindBestWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
} }
// Position tooltip (always follows mouse) // Position tooltip (always follows mouse)
if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api) if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
{ {
ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead? ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
window->PosFloat = FindBestWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid); window->PosFloat = FindBestWindowPos(g.IO.MousePos, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
} }
// User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows. // User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
@ -3585,7 +3592,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
} }
} }
// Clamp into display // Clamp position so it stays visible
if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
{ {
if (!window_pos_set_by_api && window->AutoFitFrames <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. if (!window_pos_set_by_api && window->AutoFitFrames <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
@ -7552,7 +7559,7 @@ bool ImGui::BeginMenu(const char* label)
{ {
// FIXME: Should be moved at a lower-level once we have horizontal layout (#97) // FIXME: Should be moved at a lower-level once we have horizontal layout (#97)
pos = window->DC.CursorPos = ImVec2(window->Pos.x + window->DC.MenuBarOffsetX, window->Pos.y + window->TitleBarHeight() + style.FramePadding.y); pos = window->DC.CursorPos = ImVec2(window->Pos.x + window->DC.MenuBarOffsetX, window->Pos.y + window->TitleBarHeight() + style.FramePadding.y);
popup_pos = ImVec2(pos.x - window->WindowPadding().x, pos.y); popup_pos = ImVec2(pos.x - window->WindowPadding().x, pos.y - style.FramePadding.y + window->MenuBarHeight());
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
float w = label_size.x; float w = label_size.x;
pressed = SelectableEx(label, opened, ImVec2(w, 0.0f), ImVec2(w, 0.0f), true, true, false); pressed = SelectableEx(label, opened, ImVec2(w, 0.0f), ImVec2(w, 0.0f), true, true, false);