Nav: When entering into a NavFlattened child we only consider the visible items for scoring (note that this only work assuming the NavFlattened child window has interactive items). Fixes accidentally hoping into a NavFlattened child. (#767)

This commit is contained in:
omar
2018-06-04 17:10:06 +02:00
parent f4120e20d5
commit c665c15a7d
2 changed files with 10 additions and 2 deletions

View File

@ -2341,6 +2341,15 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
g.NavScoringCount++;
if (window != g.NavWindow)
{
// When crossing through a NavFlattened border, we score items on the other windows fully clipped
IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
if (!window->ClipRect.Contains(cand))
return false;
cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
}
// We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
// For example, this ensure that items in one column are not reached when moving vertically from items in another column.
NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);