Tooltip: fit within display. Added style.DisplayWindowPadding, style.DisplaySafeAreaPadding now strictly for popups/menus.
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38
imgui.cpp
38
imgui.cpp
@ -381,7 +381,6 @@
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- keyboard: full keyboard navigation and focus.
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- input: rework IO to be able to pass actual events to fix temporal aliasing issues.
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- input: support track pad style scrolling & slider edit.
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- tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen).
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- portability: big-endian test/support (github issue #81)
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- misc: mark printf compiler attributes on relevant functions
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- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
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@ -570,7 +569,8 @@ ImGuiStyle::ImGuiStyle()
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ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns
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ScrollbarWidth = 16.0f; // Width of the vertical scrollbar
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GrabMinSize = 10.0f; // Minimum width/height of a slider or scrollbar grab
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DisplaySafeAreaPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area. If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding
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DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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DisplaySafeAreaPadding = ImVec2(4,4); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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Colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
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Colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
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@ -963,6 +963,7 @@ struct ImRect // 2D axis aligned bounding-box
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void Add(const ImRect& rhs) { Min.x = ImMin(Min.x, rhs.Min.x); Min.y = ImMin(Min.y, rhs.Min.y); Max.x = ImMax(Max.x, rhs.Max.x); Max.y = ImMax(Max.y, rhs.Max.y); }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min -= amount; Max += amount; }
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void Reduce(const ImVec2& amount) { Min += amount; Max -= amount; }
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void Clip(const ImRect& clip) { Min.x = ImMax(Min.x, clip.Min.x); Min.y = ImMax(Min.y, clip.Min.y); Max.x = ImMin(Max.x, clip.Max.x); Max.y = ImMin(Max.y, clip.Max.y); }
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ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
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{
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@ -2974,6 +2975,28 @@ void ImGui::EndChildFrame()
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ImGui::PopStyleColor();
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}
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static ImVec2 FindTooltipPos(const ImVec2& mouse_pos, const ImVec2& size)
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{
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const ImGuiStyle& style = GImGui->Style;
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// Clamp into visible area while not overlapping the cursor
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ImRect r_outer(GetVisibleRect());
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r_outer.Reduce(style.DisplaySafeAreaPadding);
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ImRect r_inner(mouse_pos.x - 16, mouse_pos.y - 8, mouse_pos.x + 28, mouse_pos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
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ImVec2 mouse_pos_clamped = ImClamp(mouse_pos, r_outer.Min, r_outer.Max - size);
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for (int dir = 0; dir < 4; dir++) // right, down, up, left
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{
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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);
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if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
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continue;
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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);
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}
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// Fallback
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return mouse_pos + ImVec2(2,2);
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}
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static ImGuiWindow* FindWindowByName(const char* name)
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{
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// FIXME-OPT: Store sorted hashes -> pointers.
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@ -3202,18 +3225,17 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
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// Tooltips always follows mouse
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if (!window_pos_set_by_api && (window->Flags & ImGuiWindowFlags_Tooltip) != 0)
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{
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window->PosFloat = g.IO.MousePos + ImVec2(32,16) - style.FramePadding*2;
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window->PosFloat = FindTooltipPos(g.IO.MousePos, window->Size);
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}
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// Clamp into view
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// Clamp into display
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if (!(window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Tooltip))
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{
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if (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.
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{
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ImVec2 clip_min = style.DisplaySafeAreaPadding;
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ImVec2 clip_max = g.IO.DisplaySize - style.DisplaySafeAreaPadding;
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window->PosFloat = ImMax(window->PosFloat + window->Size, clip_min) - window->Size;
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window->PosFloat = ImMin(window->PosFloat, clip_max);
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ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
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window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size;
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window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
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}
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window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
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}
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3
imgui.h
3
imgui.h
@ -604,7 +604,8 @@ struct ImGuiStyle
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float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
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float ScrollbarWidth; // Width of the vertical scrollbar
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float GrabMinSize; // Minimum width/height of a slider or scrollbar grab
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ImVec2 DisplaySafeAreaPadding; // Window positions are clamped to be visible within the display area. If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding.
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ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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ImVec4 Colors[ImGuiCol_COUNT];
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IMGUI_API ImGuiStyle();
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