Nav: Fix ScrollToBringRectIntoView() not bringing entire item into view when nav moves to the left. Correct some comments.

This commit is contained in:
Rokas Kupstys 2020-08-25 13:13:03 +03:00 committed by ocornut
parent 08108cf9ee
commit 021c28ae39
2 changed files with 3 additions and 3 deletions

View File

@ -7392,7 +7392,7 @@ ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_
if (!window_rect.Contains(item_rect)) if (!window_rect.Contains(item_rect))
{ {
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f); SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f);
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
if (item_rect.Min.y < window_rect.Min.y) if (item_rect.Min.y < window_rect.Min.y)

View File

@ -1191,11 +1191,11 @@ struct ImGuiContext
ImGuiKeyModFlags NavJustMovedToKeyMods; ImGuiKeyModFlags NavJustMovedToKeyMods;
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging int NavScoringCount; // Metrics for debugging
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. 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.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
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) 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)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.