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Nav: Minor tidying up (adding local variables to be a little more sane).
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commit
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28
imgui.cpp
28
imgui.cpp
@ -2808,25 +2808,26 @@ static void NavUpdate()
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if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
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{
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// *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item
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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.
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if (!g.NavWindow->DC.NavLayerActiveMask && g.NavWindow->DC.NavHasScroll && g.NavMoveRequest)
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ImGuiWindow* window = g.NavWindow;
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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.
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if (!window->DC.NavLayerActiveMask && window->DC.NavHasScroll && g.NavMoveRequest)
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{
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if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
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SetWindowScrollX(g.NavWindow, ImFloor(g.NavWindow->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
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SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
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if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
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SetWindowScrollY(g.NavWindow, ImFloor(g.NavWindow->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
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SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
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}
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// *Normal* Manual scroll with NavScrollXXX keys
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ImVec2 scroll_dir = GetNavInputAmount2d(1, ImGuiNavReadMode_Down, 1.0f/10.0f, 10.0f);
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if (scroll_dir.x != 0.0f && g.NavWindow->ScrollbarX)
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if (scroll_dir.x != 0.0f && window->ScrollbarX)
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{
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SetWindowScrollX(g.NavWindow, ImFloor(g.NavWindow->Scroll.x + scroll_dir.x * scroll_speed));
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SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
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g.NavMoveFromClampedRefRect = true;
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}
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if (scroll_dir.y != 0.0f)
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{
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SetWindowScrollY(g.NavWindow, ImFloor(g.NavWindow->Scroll.y + scroll_dir.y * scroll_speed));
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SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
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g.NavMoveFromClampedRefRect = true;
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}
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}
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@ -2837,12 +2838,13 @@ static void NavUpdate()
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if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
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{
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// 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
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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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if (!window_rect_rel.Contains(g.NavWindow->NavRectRel[g.NavLayer]))
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ImGuiWindow* window = g.NavWindow;
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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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if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
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{
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float pad = g.NavWindow->CalcFontSize() * 0.5f;
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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
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g.NavWindow->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
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float pad = window->CalcFontSize() * 0.5f;
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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
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window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
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g.NavId = 0;
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}
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g.NavMoveFromClampedRefRect = false;
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@ -2853,7 +2855,7 @@ static void NavUpdate()
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g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
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g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
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//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
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//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]
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//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]
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}
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void ImGui::NewFrame()
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