Internal: Made ScrollToBringRectIntoView() handle recursing back to scroll parent window, so the function can be called elsewhere (instead of 1 deep recursion done in NavUpdateMoveResult().

This commit is contained in:
omar 2019-07-31 18:37:55 -07:00
parent 6a0d0dab5a
commit 9bd7846f07
2 changed files with 28 additions and 22 deletions

View File

@ -7165,22 +7165,33 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s
} }
// Scroll to keep newly navigated item fully into view // Scroll to keep newly navigated item fully into view
void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
{ {
ImGuiContext& g = *GImGui;
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
ImGuiContext& g = *GImGui; ImVec2 delta_scroll;
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) if (!window_rect.Contains(item_rect))
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) if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
if (item_rect.Min.y < window_rect.Min.y) else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
else if (item_rect.Max.y >= window_rect.Max.y) if (item_rect.Min.y < window_rect.Min.y)
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
else if (item_rect.Max.y >= window_rect.Max.y)
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
delta_scroll = next_scroll - window->Scroll;
}
// Also scroll parent window to keep us into view if necessary
if (window->Flags & ImGuiWindowFlags_ChildWindow)
delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
return delta_scroll;
} }
float ImGui::GetScrollX() float ImGui::GetScrollX()
@ -8484,16 +8495,11 @@ static void ImGui::NavUpdateMoveResult()
if (g.NavLayer == 0) if (g.NavLayer == 0)
{ {
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
ScrollToBringRectIntoView(result->Window, rect_abs); ImVec2 delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate() // Offset our result position so mouse position can be applied immediately after in NavUpdate()
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false); result->RectRel.TranslateX(-delta_scroll.x);
ImVec2 delta_scroll = result->Window->Scroll - next_scroll; result->RectRel.TranslateY(-delta_scroll.y);
result->RectRel.Translate(delta_scroll);
// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
} }
ClearActiveID(); ClearActiveID();

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@ -1502,7 +1502,7 @@ namespace ImGui
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f); IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f); IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
IMGUI_API void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
// Basic Accessors // Basic Accessors
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }