+ const Vector3& visiblePopUpSize = mPopupPanel.GetVisibileSize();
+
+ Vector3 clampedPosition ( position );
+ Vector3 tailOffsetPosition ( position );
+
+ float xOffSet( 0.0f );
+
+ Actor self = Self();
+ const Vector3 textViewTopLeftWorldPosition = self.GetCurrentWorldPosition() - self.GetCurrentSize()*0.5f;
+
+ const float popUpLeft = textViewTopLeftWorldPosition.x + position.x - visiblePopUpSize.width*0.5f;
+ const float popUpTop = textViewTopLeftWorldPosition.y + position.y - visiblePopUpSize.height;
+
+ // Clamp to left or right or of boundary
+ if( popUpLeft < mBoundingRectangleWorldCoordinates.x )
+ {
+ xOffSet = mBoundingRectangleWorldCoordinates.x - popUpLeft ;
+ }
+ else if ( popUpLeft + visiblePopUpSize.width > mBoundingRectangleWorldCoordinates.z )
+ {
+ xOffSet = mBoundingRectangleWorldCoordinates.z - ( popUpLeft + visiblePopUpSize.width );
+ }
+
+ clampedPosition.x = position.x + xOffSet;
+ tailOffsetPosition.x = -xOffSet;
+
+ // Check if top left of PopUp outside of top bounding rectangle, if so then flip to lower position.
+ bool flipTail( false );
+
+ if ( popUpTop < mBoundingRectangleWorldCoordinates.y )
+ {
+ clampedPosition.y = alternativePosition.y + visiblePopUpSize.height;
+ flipTail = true;
+ }
+
+ mPopupPanel.GetRootActor().SetPosition( clampedPosition );
+ mPopupPanel.SetTailPosition( tailOffsetPosition, flipTail );