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Tidying up internal FindBestPopupWindowPos()

ocornut 9 years ago
parent
commit
9f6b1ace8f
1 changed files with 9 additions and 11 deletions
  1. 9 11
      imgui.cpp

+ 9 - 11
imgui.cpp

@@ -612,7 +612,7 @@ static void             ClosePopupToLevel(int remaining);
 static void             ClosePopup(ImGuiID id);
 static bool             IsPopupOpen(ImGuiID id);
 static ImGuiWindow*     GetFrontMostModalRootWindow();
-static ImVec2           FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner);
+static ImVec2           FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& rect_to_avoid);
 
 static bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
 static int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
@@ -3415,7 +3415,7 @@ static void CheckStacksSize(ImGuiWindow* window, bool write)
     IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
 }
 
-static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner)
+static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner)
 {
     const ImGuiStyle& style = GImGui->Style;
 
@@ -3425,7 +3425,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
     r_outer.Reduce(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));
     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++)   // Last, 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);
@@ -3435,12 +3435,8 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
         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, try to keep within display
     *last_dir = -1;
-    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);
@@ -3804,19 +3800,21 @@ 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 + style.ItemSpacing.x, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - style.ItemSpacing.x - parent_window->ScrollbarSizes.x, FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
-            window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
+            window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
         }
         else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)
         {
             ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
-            window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
+            window->PosFloat = FindBestPopupWindowPos(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 = FindBestPopupWindowPos(g.IO.MousePos, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
+            window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
+            if (window->AutoPosLastDirection == -1)
+                window->PosFloat = g.IO.MousePos + 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.
         }
 
         // User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.