Tooltip: fit within display. Added style.DisplayWindowPadding, style.DisplaySafeAreaPadding now strictly for popups/menus.

This commit is contained in:
ocornut 2015-05-01 20:35:44 +01:00
parent ad7f600e0d
commit 07ebb14ce2
2 changed files with 32 additions and 9 deletions

View File

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

View File

@ -604,7 +604,8 @@ struct ImGuiStyle
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollbarWidth; // Width of the vertical scrollbar float ScrollbarWidth; // Width of the vertical scrollbar
float GrabMinSize; // Minimum width/height of a slider or scrollbar grab float GrabMinSize; // Minimum width/height of a slider or scrollbar grab
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. ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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.
ImVec4 Colors[ImGuiCol_COUNT]; ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle(); IMGUI_API ImGuiStyle();