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Consider both vertical and horizontal into place re-calculation #124

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Jun 24, 2016
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154 changes: 128 additions & 26 deletions src/utils/getPosition.js
Original file line number Diff line number Diff line change
Expand Up @@ -21,54 +21,116 @@ export default function (e, target, node, place, effect, offset) {
const defaultOffset = getDefaultPosition(effect, target.clientWidth, target.clientHeight, tipWidth, tipHeight)
const {extraOffset_X, extraOffset_Y} = calculateOffset(offset)

const widnowWidth = window.innerWidth
const windowWidth = window.innerWidth
const windowHeight = window.innerHeight

// Get the edge offset of the tooltip
const getTipOffsetLeft = (place) => {
const offset_X = defaultOffset[place].x
const offset_X = defaultOffset[place].l
return mouseX + offset_X + extraOffset_X
}
const getTipOffsetRight = (place) => {
const offset_X = defaultOffset[place].r
return mouseX + offset_X + extraOffset_X
}
const getTipOffsetTop = (place) => {
const offset_Y = defaultOffset[place].y
const offset_Y = defaultOffset[place].t
return mouseY + offset_Y + extraOffset_Y
}
const getTipOffsetBottom = (place) => {
const offset_Y = defaultOffset[place].b
return mouseY + offset_Y + extraOffset_Y
}

// Judge if the tooltip has over the window(screen)
const outsideVertical = () => {
// Check for horazontal tooltip, if their vertical out of screen
let result = false
let newPlace
if (getTipOffsetTop('left') < 0 && getTipOffsetBottom('left') <= windowHeight) {
result = true
newPlace = 'bottom'
} else if (getTipOffsetBottom('left') > windowHeight && getTipOffsetTop('left') >= 0) {
result = true
newPlace = 'top'
}
if (result && outsideHorizontal().result) result = false
return {result, newPlace}
}
const outsideLeft = () => {
// if switch to right will out of screen, return false because switch placement doesn't make sense
return getTipOffsetLeft('left') < 0 && getTipOffsetLeft('right') <= widnowWidth
// For horizontal tooltip, if vertical out of screen, change the vertical place
let {result, newPlace} = outsideVertical()
if (!result && getTipOffsetLeft('left') < 0 && getTipOffsetRight('right') <= windowWidth) {
result = true
newPlace = 'right'
}
return {result, newPlace}
}
const outsideRight = () => {
return getTipOffsetLeft('right') > widnowWidth && getTipOffsetLeft('left') >= 0
let {result, newPlace} = outsideVertical()
if (!result && getTipOffsetRight('right') > windowWidth && getTipOffsetLeft('left') >= 0) {
result = true
newPlace = 'left'
}
return {result, newPlace}
}

const outsideHorizontal = () => {
let result = false
let newPlace
if (getTipOffsetLeft('top') < 0 && getTipOffsetRight('top') <= windowWidth) {
result = true
newPlace = 'right'
} else if (getTipOffsetRight('top') > windowWidth && getTipOffsetLeft('top') >= 0) {
result = true
newPlace = 'left'
}

if (result && outsideVertical().result) result = false
return {result, newPlace}
}
const outsideTop = () => {
return getTipOffsetTop('top') < 0 && getTipOffsetTop('bottom') + tipHeight <= windowHeight
let {result, newPlace} = outsideHorizontal()
if (!result && getTipOffsetTop('top') < 0 && getTipOffsetBottom('bottom') <= windowHeight) {
result = true
newPlace = 'bottom'
}
return {result, newPlace}
}
const outsideBottom = () => {
return getTipOffsetTop('bottom') + tipHeight > windowHeight && getTipOffsetTop('top') >= 0
let {result, newPlace} = outsideHorizontal()
if (!result && getTipOffsetBottom('bottom') > windowHeight && getTipOffsetTop('top') >= 0) {
result = true
newPlace = 'top'
}
return {result, newPlace}
}

// Return new state to change the placement to the reverse if possible
if (place === 'left' && outsideLeft()) {
const outsideLeftResult = outsideLeft()
const outsideRightResult = outsideRight()
const outsideTopResult = outsideTop()
const outsideBottomResult = outsideBottom()

if (place === 'left' && outsideLeftResult.result) {
return {
isNewState: true,
newState: {place: 'right'}
newState: {place: outsideLeftResult.newPlace}
}
} else if (place === 'right' && outsideRight()) {
} else if (place === 'right' && outsideRightResult.result) {
return {
isNewState: true,
newState: {place: 'left'}
newState: {place: outsideRightResult.newPlace}
}
} else if (place === 'top' && outsideTop()) {
} else if (place === 'top' && outsideTopResult.result) {
return {
isNewState: true,
newState: {place: 'bottom'}
newState: {place: outsideTopResult.newPlace}
}
} else if (place === 'bottom' && outsideBottom()) {
} else if (place === 'bottom' && outsideBottomResult.result) {
return {
isNewState: true,
newState: {place: 'top'}
newState: {place: outsideBottomResult.newPlace}
}
}

Expand Down Expand Up @@ -109,19 +171,59 @@ const getDefaultPosition = (effect, targetWidth, targetHeight, tipWidth, tipHeig
let right
let bottom
let left
const disToMouse = 15
const triangleHeight = 5
const disToMouse = 8
const triangleHeight = 2

if (effect === 'float') {
top = {x: -(tipWidth / 2), y: -(tipHeight + disToMouse - triangleHeight)}
bottom = {x: -(tipWidth / 2), y: disToMouse}
left = {x: -(tipWidth + disToMouse - triangleHeight), y: -(tipHeight / 2)}
right = {x: disToMouse, y: -(tipHeight / 2)}
top = {
l: -(tipWidth / 2),
r: tipWidth / 2,
t: -(tipHeight + disToMouse + triangleHeight),
b: -disToMouse
}
bottom = {
l: -(tipWidth / 2),
r: tipWidth / 2,
t: disToMouse,
b: tipHeight + disToMouse + triangleHeight
}
left = {
l: -(tipWidth + disToMouse + triangleHeight),
r: -disToMouse,
t: -(tipHeight / 2),
b: tipHeight / 2
}
right = {
l: disToMouse,
r: tipWidth + disToMouse + triangleHeight,
t: -(tipHeight / 2),
b: tipHeight / 2
}
} else if (effect === 'solid') {
top = {x: -(tipWidth / 2), y: -(targetHeight / 2 + tipHeight)}
bottom = {x: -(tipWidth / 2), y: targetHeight / 2}
left = {x: -(tipWidth + targetWidth / 2), y: -(tipHeight / 2)}
right = {x: targetWidth / 2, y: -(tipHeight / 2)}
top = {
l: -(tipWidth / 2),
r: tipWidth / 2,
t: -(targetHeight / 2 + tipHeight + triangleHeight),
b: -(targetHeight / 2)
}
bottom = {
l: -(tipWidth / 2),
r: tipWidth / 2,
t: targetHeight / 2,
b: targetHeight / 2 + tipHeight + triangleHeight
}
left = {
l: -(tipWidth + targetWidth / 2 + triangleHeight),
r: -(targetWidth / 2),
t: -(tipHeight / 2),
b: tipHeight / 2
}
right = {
l: targetWidth / 2,
r: tipWidth + targetWidth / 2 + triangleHeight,
t: -(tipHeight / 2),
b: tipHeight / 2
}
}

return {top, bottom, left, right}
Expand Down
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