diff --git a/imgui.cpp b/imgui.cpp index d072a6f5e..0783ebe8d 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3227,14 +3227,14 @@ static void CheckStacksSize(ImGuiWindow* window, bool write) 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; // Clamp into visible area while not overlapping the cursor ImRect r_outer(GetVisibleRect()); 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. { @@ -3243,12 +3243,19 @@ static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, int if (rect.GetWidth() < size.x || rect.GetHeight() < size.y) 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 : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y); } // Fallback *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) @@ -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()); 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) - 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) { 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) 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); + 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. @@ -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 (!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) 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); float w = label_size.x; pressed = SelectableEx(label, opened, ImVec2(w, 0.0f), ImVec2(w, 0.0f), true, true, false);