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Nav: Extract part of NavUpdate() into a saner NavScrollToBringItemIntoView() (#787)
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parent
7a14d7dfdc
commit
2047c58efb
71
imgui.cpp
71
imgui.cpp
@ -2611,6 +2611,42 @@ static ImVec2 GetNavInputAmount2d(int stick_no, ImGuiNavReadMode mode, float slo
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return delta;
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return delta;
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}
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}
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// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
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static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
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{
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// Scroll to keep newly navigated item fully into view
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
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//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect_rel.Contains(item_rect_rel))
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return;
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ImGuiContext& g = *GImGui;
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if (window->ScrollbarX && item_rect_rel.Min.x < window_rect_rel.Min.x)
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{
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window->ScrollTarget.x = item_rect_rel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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else if (window->ScrollbarX && item_rect_rel.Max.x >= window_rect_rel.Max.x)
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{
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window->ScrollTarget.x = item_rect_rel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 1.0f;
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}
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if (item_rect_rel.Min.y < window_rect_rel.Min.y)
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{
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window->ScrollTarget.y = item_rect_rel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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else if (item_rect_rel.Max.y >= window_rect_rel.Max.y)
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{
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window->ScrollTarget.y = item_rect_rel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 1.0f;
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}
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// Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately (under this block)
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
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item_rect_rel.Translate(window->Scroll - next_scroll);
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}
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static void NavUpdate()
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static void NavUpdate()
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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@ -2634,39 +2670,10 @@ static void NavUpdate()
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// Process navigation move request
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// Process navigation move request
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if (g.NavMoveRequest && g.NavMoveResultId != 0)
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if (g.NavMoveRequest && g.NavMoveResultId != 0)
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{
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{
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IM_ASSERT(g.NavWindow);
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ImGuiWindow* window = g.NavWindow;
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// Scroll to keep newly navigated item fully into view
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// Scroll to keep newly navigated item fully into view
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
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IM_ASSERT(g.NavWindow);
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//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
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if (g.NavLayer == 0)
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if (g.NavLayer == 0 && !window_rect_rel.Contains(g.NavMoveResultRectRel))
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NavScrollToBringItemIntoView(g.NavWindow, g.NavMoveResultRectRel);
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{
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if (window->ScrollbarX && g.NavMoveResultRectRel.Min.x < window_rect_rel.Min.x)
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{
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window->ScrollTarget.x = g.NavMoveResultRectRel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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else if (window->ScrollbarX && g.NavMoveResultRectRel.Max.x >= window_rect_rel.Max.x)
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{
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window->ScrollTarget.x = g.NavMoveResultRectRel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x;
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window->ScrollTargetCenterRatio.x = 1.0f;
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}
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if (g.NavMoveResultRectRel.Min.y < window_rect_rel.Min.y)
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{
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window->ScrollTarget.y = g.NavMoveResultRectRel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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else if (g.NavMoveResultRectRel.Max.y >= window_rect_rel.Max.y)
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{
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window->ScrollTarget.y = g.NavMoveResultRectRel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y;
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window->ScrollTargetCenterRatio.y = 1.0f;
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}
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// Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately (under this block)
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
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g.NavMoveResultRectRel.Translate(window->Scroll - next_scroll);
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}
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// Apply result from previous frame navigation directional move request
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// Apply result from previous frame navigation directional move request
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ImGui::ClearActiveID();
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ImGui::ClearActiveID();
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