Nav: Minor tidying up (adding local variables to be a little more sane).

This commit is contained in:
omar 2017-09-29 19:34:11 +02:00
parent 8a5a29f0be
commit bfaa426f7f

View File

@ -2808,25 +2808,26 @@ static void NavUpdate()
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
{
// *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item
const float scroll_speed = ImFloor(g.NavWindow->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
if (!g.NavWindow->DC.NavLayerActiveMask && g.NavWindow->DC.NavHasScroll && g.NavMoveRequest)
ImGuiWindow* window = g.NavWindow;
const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
if (!window->DC.NavLayerActiveMask && window->DC.NavHasScroll && g.NavMoveRequest)
{
if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
SetWindowScrollX(g.NavWindow, ImFloor(g.NavWindow->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
SetWindowScrollY(g.NavWindow, ImFloor(g.NavWindow->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
}
// *Normal* Manual scroll with NavScrollXXX keys
ImVec2 scroll_dir = GetNavInputAmount2d(1, ImGuiNavReadMode_Down, 1.0f/10.0f, 10.0f);
if (scroll_dir.x != 0.0f && g.NavWindow->ScrollbarX)
if (scroll_dir.x != 0.0f && window->ScrollbarX)
{
SetWindowScrollX(g.NavWindow, ImFloor(g.NavWindow->Scroll.x + scroll_dir.x * scroll_speed));
SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
g.NavMoveFromClampedRefRect = true;
}
if (scroll_dir.y != 0.0f)
{
SetWindowScrollY(g.NavWindow, ImFloor(g.NavWindow->Scroll.y + scroll_dir.y * scroll_speed));
SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
g.NavMoveFromClampedRefRect = true;
}
}
@ -2837,12 +2838,13 @@ static void NavUpdate()
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
{
// When we have manually scrolled and NavId is out of bounds, we clamp its bounding box (used for search) to the visible area to restart navigation within visible items
ImRect window_rect_rel(g.NavWindow->InnerRect.Min - g.NavWindow->Pos - ImVec2(1,1), g.NavWindow->InnerRect.Max - g.NavWindow->Pos + ImVec2(1,1));
if (!window_rect_rel.Contains(g.NavWindow->NavRectRel[g.NavLayer]))
ImGuiWindow* window = g.NavWindow;
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
float pad = g.NavWindow->CalcFontSize() * 0.5f;
window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intend of starting navigation from first fully visible item
g.NavWindow->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
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);
g.NavId = 0;
}
g.NavMoveFromClampedRefRect = false;
@ -2853,7 +2855,7 @@ static void NavUpdate()
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
//if (g.NavWindow) for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRefRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRefRectRel[layer].Max, IM_COL32(255,200,0,255)); // [DEBUG]
//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]
}
void ImGui::NewFrame()