diff --git a/imgui.cpp b/imgui.cpp index d8f4099f0..6825a91c7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1269,6 +1269,8 @@ struct ImGuiWindow bool SkipItems; // == Visible && !Collapsed int AutoFitFrames; bool AutoFitOnlyGrows; + int AutoPosLastDirection; + int HiddenFrames; int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag. int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag. int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag. @@ -1626,6 +1628,8 @@ ImGuiWindow::ImGuiWindow(const char* name) SkipItems = false; AutoFitFrames = -1; AutoFitOnlyGrows = false; + AutoPosLastDirection = -1; + HiddenFrames = 0; SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver; LastFrameDrawn = -1; @@ -2248,7 +2252,7 @@ void ImGui::Render() for (size_t i = 0; i != g.Windows.size(); i++) { ImGuiWindow* window = g.Windows[i]; - if (window->Active && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0) + if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0) { // FIXME: Generalize this with a proper layering system so we can stack. if (window->Flags & ImGuiWindowFlags_Popup) @@ -2975,7 +2979,7 @@ void ImGui::EndChildFrame() ImGui::PopStyleColor(); } -static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, const ImRect& r_inner) +static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, int* last_dir, const ImRect& r_inner) { const ImGuiStyle& style = GImGui->Style; @@ -2984,15 +2988,18 @@ static ImVec2 FindBestWindowPos(const ImVec2& mouse_pos, const ImVec2& size, con r_outer.Reduce(style.DisplaySafeAreaPadding); 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 + for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++) // 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); if (rect.GetWidth() < size.x || rect.GetHeight() < size.y) continue; + *last_dir = dir; 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 + *last_dir = -1; return mouse_pos + ImVec2(2,2); } @@ -3169,30 +3176,120 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ // New windows appears in front if (!window->WasActive) { + window->AutoPosLastDirection = -1; + if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) { FocusWindow(window); - // Popup position themselves when they first appear - if (flags & ImGuiWindowFlags_Popup) - if (!window_pos_set_by_api) - window->PosFloat = g.IO.MousePos; + // Popup first latch mouse position, will position itself when it appears next frame + if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) + window->PosFloat = g.IO.MousePos; } } - // Reset contents size for auto-fitting + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + { + if (g.HoveredWindow == window && IsMouseHoveringRect(window->TitleBarRect()) && g.IO.MouseDoubleClicked[0]) + { + window->Collapsed = !window->Collapsed; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + MarkSettingsDirty(); + FocusWindow(window); + } + } + else + { + window->Collapsed = false; + } + + const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1); + if (window->HiddenFrames > 0) + window->HiddenFrames--; + + // SIZE + + // Save contents size from last frame for auto-fitting window->SizeContents = window_is_new ? ImVec2(0.0f, 0.0f) : window->DC.CursorMaxPos - window->Pos; window->SizeContents.y += window->ScrollY; - // Child position follows drawing cursor + // Hide popup/tooltip window when first appearing while we measure size (because we recycle them) + if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window->WasActive) + { + window->HiddenFrames = 1; + window->Size = window->SizeFull = window->SizeContents = ImVec2(0.f, 0.f); // TODO: We don't support SetNextWindowSize() for tooltips or popups yet + } + + // Calculate auto-fit size + ImVec2 size_auto_fit; + if ((flags & ImGuiWindowFlags_Tooltip) != 0) + { + // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose. + size_auto_fit = window->SizeContents + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y); + } + else + { + size_auto_fit = ImClamp(window->SizeContents + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding)); + if (size_auto_fit.y < window->SizeContents.y + style.AutoFitPadding.y) + size_auto_fit.x += style.ScrollbarWidth; + } + + // Handle automatic resize + if (window->Collapsed) + { + // We still process initial auto-fit on collapsed windows to get a window width, + // But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (window->AutoFitFrames > 0) + window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit; + window->Size = window->TitleBarRect().GetSize(); + } + else + { + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + window->SizeFull = size_auto_fit; + } + else if (window->AutoFitFrames > 0) + { + // Auto-fit only grows during the first few frames + window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + MarkSettingsDirty(); + } + window->Size = window->SizeFull; + } + + // Minimum window size + if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize); + + // POSITION + + // Position child window if (flags & ImGuiWindowFlags_ChildWindow) { parent_window->DC.ChildWindows.push_back(window); window->Pos = window->PosFloat = parent_window->DC.CursorPos; - window->SizeFull = size_on_first_use; + window->SizeFull = size_on_first_use; // NB: argument name 'size_on_first_use' misleading here, it's really just 'size' as provided by user. } - // Move window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows. + // Position popup + if ((flags & ImGuiWindowFlags_Popup) != 0 && window_appearing_after_being_hidden && !window_pos_set_by_api) + { + ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1); + window->PosFloat = FindBestWindowPos(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 = FindBestWindowPos(g.IO.MousePos, window->Size, &window->AutoPosLastDirection, rect_to_avoid); + } + + // User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows. RegisterAliveId(window->MoveID); if (g.ActiveId == window->MoveID) { @@ -3214,13 +3311,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ } } - // Tooltips always follows mouse - if (!window_pos_set_by_api && (flags & ImGuiWindowFlags_Tooltip) != 0) - { - ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 28, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead? - window->PosFloat = FindBestWindowPos(g.IO.MousePos, window->Size, rect_to_avoid); - } - // Clamp into display if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) { @@ -3230,7 +3320,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size; window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding); } - window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize); } window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y); @@ -3259,63 +3348,6 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, window->SizeContents.y - window->SizeFull.y)); window->NextScrollY = window->ScrollY; - // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing - // Collapse window by double-clicking on title bar - if (!(flags & ImGuiWindowFlags_NoTitleBar)) - { - if (!(flags & ImGuiWindowFlags_NoCollapse) && g.HoveredWindow == window && IsMouseHoveringRect(window->TitleBarRect()) && g.IO.MouseDoubleClicked[0]) - { - window->Collapsed = !window->Collapsed; - if (!(flags & ImGuiWindowFlags_NoSavedSettings)) - MarkSettingsDirty(); - FocusWindow(window); - } - } - else - { - window->Collapsed = false; - } - - // Calculate auto-fit size - ImVec2 size_auto_fit; - if ((flags & ImGuiWindowFlags_Tooltip) != 0) - { - // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose. - size_auto_fit = window->SizeContents + style.WindowPadding - ImVec2(0.0f, style.ItemSpacing.y); - } - else - { - size_auto_fit = ImClamp(window->SizeContents + style.AutoFitPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - style.AutoFitPadding)); - if (size_auto_fit.y < window->SizeContents.y + style.AutoFitPadding.y) - size_auto_fit.x += style.ScrollbarWidth; - } - - // Handle automatic resize - if (window->Collapsed) - { - // We still process initial auto-fit on collapsed windows to get a window width - // But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. - if (window->AutoFitFrames > 0) - window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit; - window->Size = window->TitleBarRect().GetSize(); - } - else - { - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) - { - // Don't continuously mark settings as dirty, the size of the window doesn't need to be stored. - window->SizeFull = size_auto_fit; - } - else if (window->AutoFitFrames > 0) - { - // Auto-fit only grows during the first few frames - window->SizeFull = window->AutoFitOnlyGrows ? ImMax(window->SizeFull, size_auto_fit) : size_auto_fit; - if (!(flags & ImGuiWindowFlags_NoSavedSettings)) - MarkSettingsDirty(); - } - window->Size = window->SizeFull; - } - // Draw window + handle manual resize ImRect title_bar_rect = window->TitleBarRect(); const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;