Nav: Ensure g.NavScoringRectScreen is always finite and not inverted. (#787)

This commit is contained in:
omar 2018-02-04 18:30:46 +01:00
parent e2654a097b
commit 66ff820eaa

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@ -2130,8 +2130,10 @@ static ImGuiDir NavScoreItemGetQuadrant(float dx, float dy)
static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
{
if (a1 < b0) return a1 - b0;
if (b1 < a0) return a0 - b1;
if (a1 < b0)
return a1 - b0;
if (b1 < a0)
return a0 - b1;
return 0.0f;
}
@ -3133,9 +3135,11 @@ static void ImGui::NavUpdate()
}
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[g.NavLayer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[g.NavLayer].Max) : ImRect();
ImRect nav_rect_rel = (g.NavWindow && g.NavWindow->NavRectRel[g.NavLayer].IsFinite()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous fabsf() calls in NavScoreItem().
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]