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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().
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6a0d0dab5a
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9bd7846f07
48
imgui.cpp
48
imgui.cpp
@ -7165,22 +7165,33 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s
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}
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// Scroll to keep newly navigated item fully into view
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void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
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ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
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{
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ImGuiContext& g = *GImGui;
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ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
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//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
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if (window_rect.Contains(item_rect))
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return;
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ImGuiContext& g = *GImGui;
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if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
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SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
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else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
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SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
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if (item_rect.Min.y < window_rect.Min.y)
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SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
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else if (item_rect.Max.y >= window_rect.Max.y)
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SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
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ImVec2 delta_scroll;
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if (!window_rect.Contains(item_rect))
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{
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if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
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SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
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else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
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SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
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if (item_rect.Min.y < window_rect.Min.y)
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SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
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else if (item_rect.Max.y >= window_rect.Max.y)
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SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
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delta_scroll = next_scroll - window->Scroll;
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}
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// Also scroll parent window to keep us into view if necessary
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if (window->Flags & ImGuiWindowFlags_ChildWindow)
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delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
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return delta_scroll;
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}
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float ImGui::GetScrollX()
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@ -8484,16 +8495,11 @@ static void ImGui::NavUpdateMoveResult()
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if (g.NavLayer == 0)
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{
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ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
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ScrollToBringRectIntoView(result->Window, rect_abs);
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ImVec2 delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
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// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
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ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
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result->RectRel.Translate(delta_scroll);
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// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
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if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
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ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
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// Offset our result position so mouse position can be applied immediately after in NavUpdate()
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result->RectRel.TranslateX(-delta_scroll.x);
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result->RectRel.TranslateY(-delta_scroll.y);
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}
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ClearActiveID();
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@ -1502,7 +1502,7 @@ namespace ImGui
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IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
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IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
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IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
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IMGUI_API void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
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IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
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// Basic Accessors
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inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
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