Popups, Tooltips: fit within display. Hidden during size calculation. Fixed popups flicker when changing size.

Big change, needed reorder of Begin(). May trigger new bugs.
This commit is contained in:
ocornut 2015-05-02 18:22:46 +01:00
parent 99e315d2b2
commit d84b5737a6

184
imgui.cpp
View File

@ -1269,6 +1269,8 @@ struct ImGuiWindow
bool SkipItems; // == Visible && !Collapsed bool SkipItems; // == Visible && !Collapsed
int AutoFitFrames; int AutoFitFrames;
bool AutoFitOnlyGrows; bool AutoFitOnlyGrows;
int AutoPosLastDirection;
int HiddenFrames;
int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag. int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag. int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag. int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
@ -1626,6 +1628,8 @@ ImGuiWindow::ImGuiWindow(const char* name)
SkipItems = false; SkipItems = false;
AutoFitFrames = -1; AutoFitFrames = -1;
AutoFitOnlyGrows = false; AutoFitOnlyGrows = false;
AutoPosLastDirection = -1;
HiddenFrames = 0;
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver;
LastFrameDrawn = -1; LastFrameDrawn = -1;
@ -2248,7 +2252,7 @@ void ImGui::Render()
for (size_t i = 0; i != g.Windows.size(); i++) for (size_t i = 0; i != g.Windows.size(); i++)
{ {
ImGuiWindow* window = g.Windows[i]; ImGuiWindow* window = g.Windows[i];
if (window->Active && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0) if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
{ {
// FIXME: Generalize this with a proper layering system so we can stack. // FIXME: Generalize this with a proper layering system so we can stack.
if (window->Flags & ImGuiWindowFlags_Popup) if (window->Flags & ImGuiWindowFlags_Popup)
@ -2975,7 +2979,7 @@ void ImGui::EndChildFrame()
ImGui::PopStyleColor(); ImGui::PopStyleColor();
} }
static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, const ImRect& r_inner) static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner)
{ {
const ImGuiStyle& style = GImGui->Style; const ImGuiStyle& style = GImGui->Style;
@ -2984,15 +2988,18 @@ static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, con
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 mouse_pos_clamped = ImClamp(mouse_pos, r_outer.Min, r_outer.Max - size);
for (int dir = 0; dir < 4; dir++) // right, down, up, left for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Right, down, up, left. Favor last used direction.
{ {
const int dir = (n == -1) ? *last_dir : n;
ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y); ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);
if (rect.GetWidth() < size.x || rect.GetHeight() < size.y) if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
continue; continue;
*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 : mouse_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : mouse_pos_clamped.y);
} }
// Fallback // Fallback
*last_dir = -1;
return mouse_pos + ImVec2(2,2); return mouse_pos + ImVec2(2,2);
} }
@ -3169,30 +3176,120 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// New windows appears in front // New windows appears in front
if (!window->WasActive) if (!window->WasActive)
{ {
window->AutoPosLastDirection = -1;
if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
{ {
FocusWindow(window); FocusWindow(window);
// Popup position themselves when they first appear // Popup first latch mouse position, will position itself when it appears next frame
if (flags & ImGuiWindowFlags_Popup) if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
if (!window_pos_set_by_api) window->PosFloat = g.IO.MousePos;
window->PosFloat = g.IO.MousePos;
} }
} }
// Reset contents size for auto-fitting // Collapse window by double-clicking on title bar
// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
{
if (g.HoveredWindow == window && IsMouseHoveringRect(window->TitleBarRect()) && g.IO.MouseDoubleClicked[0])
{
window->Collapsed = !window->Collapsed;
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
FocusWindow(window);
}
}
else
{
window->Collapsed = false;
}
const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
if (window->HiddenFrames > 0)
window->HiddenFrames--;
// SIZE
// Save contents size from last frame for auto-fitting
window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos; window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos;
window->SizeContents.y += window->ScrollY; window->SizeContents.y += window->ScrollY;
// Child position follows drawing cursor // Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window->WasActive)
{
window->HiddenFrames = 1;
window->Size = window->SizeFull = window->SizeContents = ImVec2(0.f, 0.f); // TODO: We don't support SetNextWindowSize() for tooltips or popups yet
}
// Calculate auto-fit size
ImVec2 size_auto_fit;
if ((flags & ImGuiWindowFlags_Tooltip) != 0)
{
// Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
size_auto_fit = window->SizeContents + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
}
else
{
size_auto_fit = ImClamp(window->SizeContents + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding));
if (size_auto_fit.y < window->SizeContents.y + style.AutoFitPadding.y)
size_auto_fit.x += style.ScrollbarWidth;
}
// Handle automatic resize
if (window->Collapsed)
{
// We still process initial auto-fit on collapsed windows to get a window width,
// But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
if (window->AutoFitFrames > 0)
window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit;
window->Size = window->TitleBarRect().GetSize();
}
else
{
if (flags & ImGuiWindowFlags_AlwaysAutoResize)
{
window->SizeFull = size_auto_fit;
}
else if (window->AutoFitFrames > 0)
{
// Auto-fit only grows during the first few frames
window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit;
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
}
window->Size = window->SizeFull;
}
// Minimum window size
if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
// POSITION
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow) if (flags & ImGuiWindowFlags_ChildWindow)
{ {
parent_window->DC.ChildWindows.push_back(window); parent_window->DC.ChildWindows.push_back(window);
window->Pos = window->PosFloat = parent_window->DC.CursorPos; window->Pos = window->PosFloat = parent_window->DC.CursorPos;
window->SizeFull = size_on_first_use; window->SizeFull = size_on_first_use; // NB: argument name 'size_on_first_use' misleading here, it's really just 'size' as provided by user.
} }
// Move window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows. // Position popup
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);
window->PosFloat = FindBestWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
}
// Position tooltip (always follows mouse)
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?
window->PosFloat = FindBestWindowPos(g.IO.MousePos, window->Size, &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.
RegisterAliveId(window->MoveID); RegisterAliveId(window->MoveID);
if (g.ActiveId == window->MoveID) if (g.ActiveId == window->MoveID)
{ {
@ -3214,13 +3311,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
} }
} }
// Tooltips always follows mouse
if (!window_pos_set_by_api && (flags & ImGuiWindowFlags_Tooltip) != 0)
{
ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 28, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
window->PosFloat = FindBestWindowPos(g.IO.MousePos, window->Size, rect_to_avoid);
}
// Clamp into display // Clamp into display
if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
{ {
@ -3230,7 +3320,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size; window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size;
window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding); window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
} }
window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
} }
window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y); window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
@ -3259,63 +3348,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y)); window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y));
window->NextScrollY = window->ScrollY; window->NextScrollY = window->ScrollY;
// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
// Collapse window by double-clicking on title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar))
{
if (!(flags & ImGuiWindowFlags_NoCollapse) && g.HoveredWindow == window && IsMouseHoveringRect(window->TitleBarRect()) && g.IO.MouseDoubleClicked[0])
{
window->Collapsed = !window->Collapsed;
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
FocusWindow(window);
}
}
else
{
window->Collapsed = false;
}
// Calculate auto-fit size
ImVec2 size_auto_fit;
if ((flags & ImGuiWindowFlags_Tooltip) != 0)
{
// Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
size_auto_fit = window->SizeContents + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
}
else
{
size_auto_fit = ImClamp(window->SizeContents + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding));
if (size_auto_fit.y < window->SizeContents.y + style.AutoFitPadding.y)
size_auto_fit.x += style.ScrollbarWidth;
}
// Handle automatic resize
if (window->Collapsed)
{
// We still process initial auto-fit on collapsed windows to get a window width
// But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
if (window->AutoFitFrames > 0)
window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit;
window->Size = window->TitleBarRect().GetSize();
}
else
{
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
{
// Don't continuously mark settings as dirty, the size of the window doesn't need to be stored.
window->SizeFull = size_auto_fit;
}
else if (window->AutoFitFrames > 0)
{
// Auto-fit only grows during the first few frames
window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit;
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
MarkSettingsDirty();
}
window->Size = window->SizeFull;
}
// Draw window + handle manual resize // Draw window + handle manual resize
ImRect title_bar_rect = window->TitleBarRect(); ImRect title_bar_rect = window->TitleBarRect();
const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding; const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;