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Nav: Fix ScrollToBringRectIntoView() not bringing entire item into view when nav moves to the left. Correct some comments.
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@ -7392,7 +7392,7 @@ ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_
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if (!window_rect.Contains(item_rect))
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if (!window_rect.Contains(item_rect))
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{
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{
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if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
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if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
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SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
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SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f);
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else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
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else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
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SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
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SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
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if (item_rect.Min.y < window_rect.Min.y)
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if (item_rect.Min.y < window_rect.Min.y)
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@ -1191,11 +1191,11 @@ struct ImGuiContext
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ImGuiKeyModFlags NavJustMovedToKeyMods;
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ImGuiKeyModFlags NavJustMovedToKeyMods;
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
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ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
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ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
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int NavScoringCount; // Metrics for debugging
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int NavScoringCount; // Metrics for debugging
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ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
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ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
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bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
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bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
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bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
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bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
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