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Nav: Ensure g.NavScoringRectScreen is always finite and not inverted. (#787)
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e2654a097b
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10
imgui.cpp
10
imgui.cpp
@ -2130,8 +2130,10 @@ static ImGuiDir NavScoreItemGetQuadrant(float dx, float dy)
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static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
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{
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if (a1 < b0) return a1 - b0;
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if (b1 < a0) return a0 - b1;
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if (a1 < b0)
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return a1 - b0;
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if (b1 < a0)
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return a0 - b1;
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return 0.0f;
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}
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@ -3133,9 +3135,11 @@ static void ImGui::NavUpdate()
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}
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// 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)
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g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[g.NavLayer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[g.NavLayer].Max) : ImRect();
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ImRect nav_rect_rel = (g.NavWindow && g.NavWindow->NavRectRel[g.NavLayer].IsFinite()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
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g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
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g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
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g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
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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().
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//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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#if IMGUI_DEBUG_NAV_RECTS
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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]
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