Nav: Fix navigation resuming on first visible item when using gamepad.

In cases where navigation was requested with focused item out of view, clipping of current item rect resulted in an inverted rect, which was completely discarded and ImRect(0,0,0,0) was used as current point from which navigation scoring was calculated. IsInverted() check is completely removed as rect can no longer be inverted. Since rects are not initialized to ImRect(0,0,0,0) - old .Min.x != FLT_MAX check (which was changed in c7835dd189) is not necessary either.
This commit is contained in:
Rokas Kupstys
2020-08-26 12:21:37 +03:00
committed by ocornut
parent 1e8b9f84da
commit 833eb771f2
2 changed files with 6 additions and 5 deletions

View File

@ -8767,13 +8767,13 @@ static void ImGui::NavUpdate()
{
float pad = window->CalcFontSize() * 0.5f;
window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
g.NavId = g.NavFocusScopeId = 0;
}
}
// 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)
ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
ImRect nav_rect_rel = g.NavWindow ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);