Internals: Cleanup FindBestPopupWindowPos() to be more digestible, since we are bounds to rework the logic there. No functional changes intended

docking
omar 7 years ago
parent abe5ad3c7a
commit 8959c64b33

@ -656,7 +656,7 @@ static ImRect GetVisibleRect();
static void CloseInactivePopups(ImGuiWindow* ref_window);
static void ClosePopupToLevel(int remaining);
static ImGuiWindow* GetFrontMostModalRootWindow();
static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, int* last_dir, const ImRect& rect_to_avoid);
static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiDir* 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);
@ -1845,7 +1845,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
AutoFitFramesX = AutoFitFramesY = -1;
AutoFitOnlyGrows = false;
AutoFitChildAxises = 0x00;
AutoPosLastDirection = -1;
AutoPosLastDirection = ImGuiDir_None;
HiddenFrames = 0;
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
@ -4017,28 +4017,39 @@ 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, int* last_dir, const ImRect& r_inner)
static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_avoid)
{
const ImGuiStyle& style = GImGui->Style;
// Clamp into visible area while not overlapping the cursor. Safety padding is optional if our popup size won't fit without it.
// 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.)
// 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.
ImVec2 safe_padding = style.DisplaySafeAreaPadding;
ImRect r_outer(GetVisibleRect());
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));
ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
//GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
//GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // Last, Right, down, up, left. (Favor last used direction).
const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++)
{
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);
if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
if (avail_w < size.x)
continue;
float avail_h = (dir == ImGuiDir_Down ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
if (avail_h < size.y)
continue;
ImVec2 pos;
pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
*last_dir = dir;
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);
return pos;
}
// Fallback, try to keep within display
*last_dir = -1;
*last_dir = ImGuiDir_None;
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);
@ -4382,7 +4393,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window_just_activated_by_user)
{
// Popup first latch mouse position, will position itself when it appears next frame
window->AutoPosLastDirection = -1;
window->AutoPosLastDirection = ImGuiDir_None;
if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
window->PosFloat = g.IO.MousePos;
}
@ -4523,9 +4534,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
{
ImVec2 ref_pos = g.IO.MousePos;
ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Store boxes in mouse cursor data? Scale? Center on cursor hit-point?
window->PosFloat = FindBestPopupWindowPos(ref_pos, window->Size, &window->AutoPosLastDirection, rect_to_avoid);
if (window->AutoPosLastDirection == -1)
if (window->AutoPosLastDirection == ImGuiDir_None)
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.
}

@ -248,7 +248,8 @@ enum ImGuiDir
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3
ImGuiDir_Down = 3,
ImGuiDir_Count_
};
// 2D axis aligned bounding-box
@ -726,7 +727,7 @@ struct IMGUI_API ImGuiWindow
int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;
int AutoFitChildAxises;
int AutoPosLastDirection;
ImGuiDir AutoPosLastDirection;
int HiddenFrames;
ImGuiCond SetWindowPosAllowFlags; // store condition flags for next SetWindowPos() call.
ImGuiCond SetWindowSizeAllowFlags; // store condition flags for next SetWindowSize() call.

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