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Nav: minor tidying up NavUpdate() to use a local variables, easier to test replacing g.NavWindow with g NavMoveResultWindow for navigation accross flattened child windows.
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parent
113b2467cd
commit
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29
imgui.cpp
29
imgui.cpp
@ -2545,36 +2545,37 @@ static void NavUpdate()
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if (g.NavMoveRequest && g.NavMoveResultId != 0)
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if (g.NavMoveRequest && g.NavMoveResultId != 0)
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{
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{
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IM_ASSERT(g.NavWindow);
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IM_ASSERT(g.NavWindow);
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ImGuiWindow* window = g.NavWindow;
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// Scroll to keep newly navigated item fully into view
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// Scroll to keep newly navigated item fully into view
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ImRect window_rect_rel(g.NavWindow->InnerRect.Min - g.NavWindow->Pos - ImVec2(1,1), g.NavWindow->InnerRect.Max - g.NavWindow->Pos + ImVec2(1,1));
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ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
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//g.OverlayDrawList.AddRect(g.NavWindow->Pos + window_rect_rel.Min, g.NavWindow->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
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//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
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if (g.NavLayer == 0 && !window_rect_rel.Contains(g.NavMoveResultRectRel))
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if (g.NavLayer == 0 && !window_rect_rel.Contains(g.NavMoveResultRectRel))
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{
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{
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if (g.NavWindow->ScrollbarX && g.NavMoveResultRectRel.Min.x < window_rect_rel.Min.x)
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if (window->ScrollbarX && g.NavMoveResultRectRel.Min.x < window_rect_rel.Min.x)
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{
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{
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g.NavWindow->ScrollTarget.x = g.NavMoveResultRectRel.Min.x + g.NavWindow->Scroll.x - g.Style.ItemSpacing.x;
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window->ScrollTarget.x = g.NavMoveResultRectRel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x;
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g.NavWindow->ScrollTargetCenterRatio.x = 0.0f;
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window->ScrollTargetCenterRatio.x = 0.0f;
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}
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}
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else if (g.NavWindow->ScrollbarX && g.NavMoveResultRectRel.Max.x >= window_rect_rel.Max.x)
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else if (window->ScrollbarX && g.NavMoveResultRectRel.Max.x >= window_rect_rel.Max.x)
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{
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{
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g.NavWindow->ScrollTarget.x = g.NavMoveResultRectRel.Max.x + g.NavWindow->Scroll.x + g.Style.ItemSpacing.x;
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window->ScrollTarget.x = g.NavMoveResultRectRel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x;
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g.NavWindow->ScrollTargetCenterRatio.x = 1.0f;
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window->ScrollTargetCenterRatio.x = 1.0f;
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}
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}
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if (g.NavMoveResultRectRel.Min.y < window_rect_rel.Min.y)
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if (g.NavMoveResultRectRel.Min.y < window_rect_rel.Min.y)
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{
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{
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g.NavWindow->ScrollTarget.y = g.NavMoveResultRectRel.Min.y + g.NavWindow->Scroll.y - g.Style.ItemSpacing.y;
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window->ScrollTarget.y = g.NavMoveResultRectRel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y;
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g.NavWindow->ScrollTargetCenterRatio.y = 0.0f;
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window->ScrollTargetCenterRatio.y = 0.0f;
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}
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}
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else if (g.NavMoveResultRectRel.Max.y >= window_rect_rel.Max.y)
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else if (g.NavMoveResultRectRel.Max.y >= window_rect_rel.Max.y)
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{
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{
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g.NavWindow->ScrollTarget.y = g.NavMoveResultRectRel.Max.y + g.NavWindow->Scroll.y + g.Style.ItemSpacing.y;
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window->ScrollTarget.y = g.NavMoveResultRectRel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y;
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g.NavWindow->ScrollTargetCenterRatio.y = 1.0f;
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window->ScrollTargetCenterRatio.y = 1.0f;
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}
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}
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// Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately (under this block)
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// Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately (under this block)
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(g.NavWindow);
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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
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g.NavMoveResultRectRel.Translate(g.NavWindow->Scroll - next_scroll);
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g.NavMoveResultRectRel.Translate(window->Scroll - next_scroll);
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}
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}
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// Apply result from previous frame navigation directional move request
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// Apply result from previous frame navigation directional move request
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