Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)

This commit is contained in:
omar 2018-05-14 19:44:00 +02:00
parent 036dce634e
commit e11610d6ff
2 changed files with 26 additions and 19 deletions

View File

@ -43,6 +43,8 @@ Breaking Changes:
Other Changes:
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
-----------------------------------------------------------------------
VERSION 1.61 (Released 2018-05-14)

View File

@ -3005,39 +3005,35 @@ static void ImGui::NavUpdateWindowing()
}
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
// Scroll to keep newly navigated item fully into view
ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1, 1), window->InnerMainRect.Max - window->Pos + ImVec2(1, 1));
//g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect_rel.Contains(item_rect_rel))
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
//g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
return;
ImGuiContext& g = *GImGui;
if (window->ScrollbarX && item_rect_rel.Min.x < window_rect_rel.Min.x)
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
{
window->ScrollTarget.x = item_rect_rel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x;
window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 0.0f;
}
else if (window->ScrollbarX && item_rect_rel.Max.x >= window_rect_rel.Max.x)
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
{
window->ScrollTarget.x = item_rect_rel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x;
window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
window->ScrollTargetCenterRatio.x = 1.0f;
}
if (item_rect_rel.Min.y < window_rect_rel.Min.y)
if (item_rect.Min.y < window_rect.Min.y)
{
window->ScrollTarget.y = item_rect_rel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y;
window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 0.0f;
}
else if (item_rect_rel.Max.y >= window_rect_rel.Max.y)
else if (item_rect.Max.y >= window_rect.Max.y)
{
window->ScrollTarget.y = item_rect_rel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y;
window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
window->ScrollTargetCenterRatio.y = 1.0f;
}
// Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately after in NavUpdate()
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
item_rect_rel.Translate(window->Scroll - next_scroll);
}
static void ImGui::NavUpdate()
@ -3101,9 +3097,18 @@ static void ImGui::NavUpdate()
IM_ASSERT(g.NavWindow && result->Window);
// Scroll to keep newly navigated item fully into view
// Scroll to keep newly navigated item fully into view. Also scroll parent window if necessary.
if (g.NavLayer == 0)
NavScrollToBringItemIntoView(result->Window, result->RectRel);
{
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
NavScrollToBringItemIntoView(result->Window, rect_abs);
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
NavScrollToBringItemIntoView(result->Window->ParentWindow, rect_abs);
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
result->RectRel.Translate(result->Window->Scroll - next_scroll);
}
// Apply result from previous frame navigation directional move request
ClearActiveID();
@ -6153,7 +6158,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->SizeFullAtLastBegin = window->SizeFull;
// Update various regions. Variables they depends on are set above in this function.
// FIXME: window->ContentsRegion.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
// FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));