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Internals: Popup: Moved popup/menu/tooltip positioning code (viewport branch needs it organized in a different manner, so we are pushing the bulk of it here to minimize differences).
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99
imgui.cpp
99
imgui.cpp
@ -5241,15 +5241,18 @@ enum ImGuiPopupPositionPolicy
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ImGuiPopupPositionPolicy_ComboBox
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ImGuiPopupPositionPolicy_ComboBox
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};
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};
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static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default)
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static ImRect FindScreenRectForWindow(ImGuiWindow* window)
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{
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{
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const ImGuiStyle& style = GImGui->Style;
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ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
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ImRect r_screen = GetViewportRect();
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r_screen.Expand(ImVec2((window->Size.x - r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (window->Size.y - r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
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return r_screen;
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}
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// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
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// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
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// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
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// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
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ImVec2 safe_padding = style.DisplaySafeAreaPadding;
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static ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default)
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ImRect r_outer(GetViewportRect());
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{
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r_outer.Expand(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? -safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? -safe_padding.y : 0.0f));
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ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
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ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
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//GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
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//GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
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//GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
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//GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
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@ -5301,6 +5304,49 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz
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return pos;
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return pos;
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}
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}
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static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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ImRect r_screen = FindScreenRectForWindow(window);
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if (window->Flags & ImGuiWindowFlags_ChildMenu)
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{
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// Child menus typically request _any_ position within the parent menu item, and then our FindBestPopupWindowPos() function will move the new menu outside the parent bounds.
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// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
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IM_ASSERT(g.CurrentWindow == window);
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ImGuiWindow* parent_menu = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
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float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
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ImRect r_avoid;
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if (parent_menu->DC.MenuBarAppending)
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r_avoid = ImRect(-FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight(), FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight() + parent_menu->MenuBarHeight());
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else
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r_avoid = ImRect(parent_menu->Pos.x + horizontal_overlap, -FLT_MAX, parent_menu->Pos.x + parent_menu->Size.x - horizontal_overlap - parent_menu->ScrollbarSizes.x, FLT_MAX);
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return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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}
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if (window->Flags & ImGuiWindowFlags_Popup)
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{
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ImRect r_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
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return FindBestWindowPosForPopupEx(window->PosFloat, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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}
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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{
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// Position tooltip (always follows mouse)
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float sc = g.Style.MouseCursorScale;
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ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
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ImRect r_avoid;
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if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
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r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
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else
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r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
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ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_screen, r_avoid);
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if (window->AutoPosLastDirection == ImGuiDir_None)
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pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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return pos;
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}
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IM_ASSERT(0);
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return window->Pos;
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}
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static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
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static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
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{
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{
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window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
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window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
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@ -5870,43 +5916,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0);
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const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0);
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if (window_pos_with_pivot)
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if (window_pos_with_pivot)
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{
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SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0); // Position given a pivot (e.g. for centering)
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// Position given a pivot (e.g. for centering)
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else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
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SetWindowPos(window, ImMax(style.DisplaySafeAreaPadding, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot), 0);
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window->PosFloat = FindBestWindowPosForPopup(window);
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}
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else if (flags & ImGuiWindowFlags_ChildMenu)
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{
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// Child menus typically request _any_ position within the parent menu item, and then our FindBestPopupWindowPos() function will move the new menu outside the parent bounds.
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// This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
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IM_ASSERT(window_pos_set_by_api);
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float horizontal_overlap = style.ItemSpacing.x; // We want some overlap to convey the relative depth of each popup (currently the amount of overlap it is hard-coded to style.ItemSpacing.x, may need to introduce another style value).
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ImGuiWindow* parent_menu = parent_window_in_stack;
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ImRect rect_to_avoid;
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if (parent_menu->DC.MenuBarAppending)
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rect_to_avoid = ImRect(-FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight(), FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight() + parent_menu->MenuBarHeight());
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else
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rect_to_avoid = ImRect(parent_menu->Pos.x + horizontal_overlap, -FLT_MAX, parent_menu->Pos.x + parent_menu->Size.x - horizontal_overlap - parent_menu->ScrollbarSizes.x, FLT_MAX);
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window->PosFloat = FindBestWindowPosForPopup(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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}
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else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
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else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
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{
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window->PosFloat = FindBestWindowPosForPopup(window);
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ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
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window->PosFloat = FindBestWindowPosForPopup(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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}
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else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
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else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
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{
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window->PosFloat = FindBestWindowPosForPopup(window);
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// Position tooltip (always follow mouse but avoid cursor)
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float sc = g.Style.MouseCursorScale;
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ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
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ImRect rect_to_avoid;
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if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
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rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
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else
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rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
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window->PosFloat = FindBestWindowPosForPopup(ref_pos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
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if (window->AutoPosLastDirection == ImGuiDir_None)
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window->PosFloat = ref_pos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
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}
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// Clamp position so it stays visible
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// Clamp position so it stays visible
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if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
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if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
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@ -10761,7 +10777,8 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
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ImVec2 size_expected = CalcSizeAfterConstraint(popup_window, CalcSizeAutoFit(popup_window, size_contents));
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ImVec2 size_expected = CalcSizeAfterConstraint(popup_window, CalcSizeAutoFit(popup_window, size_contents));
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if (flags & ImGuiComboFlags_PopupAlignLeft)
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if (flags & ImGuiComboFlags_PopupAlignLeft)
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popup_window->AutoPosLastDirection = ImGuiDir_Left;
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popup_window->AutoPosLastDirection = ImGuiDir_Left;
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ImVec2 pos = FindBestWindowPosForPopup(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
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ImRect r_outer = FindScreenRectForWindow(popup_window);
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ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
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SetNextWindowPos(pos);
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SetNextWindowPos(pos);
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}
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}
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