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Nav: Fixed navigating outside of current scrolling bounds (bug from 0cc20fca83
) (#323)
+ spaces
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parent
efc8858328
commit
f2d1472481
15
imgui.cpp
15
imgui.cpp
@ -1920,7 +1920,18 @@ static bool NavScoreItem(ImRect cand)
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return false;
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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 lots of items with varied width)
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window->ClipRect.Clip(cand);
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// We perform scoring on items bounding box clipped by their parent window on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
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if (g.NavMoveDir == ImGuiNavDir_Left || g.NavMoveDir == ImGuiNavDir_Right)
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{
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cand.Min.y = ImClamp(cand.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
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cand.Max.y = ImClamp(cand.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y);
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}
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else
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{
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cand.Min.x = ImClamp(cand.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
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cand.Max.x = ImClamp(cand.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
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}
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// Compute distance between boxes
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// FIXME-NAVIGATION: Introducing various biases toward typical imgui uses cases, but we don't have any rigorous proof of their effect now.
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@ -6168,7 +6179,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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// Set active id so it can be queried by user via IsItemActive(), etc. but don't react to it ourselves
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g.NavActivateId = g.NavId;
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SetActiveID(g.NavId, window);
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g.ActiveIdAllowNavDirFlags = (1<<ImGuiNavDir_Left) | (1<<ImGuiNavDir_Right) | (1<<ImGuiNavDir_Up) | (1<<ImGuiNavDir_Down);
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g.ActiveIdAllowNavDirFlags = (1 << ImGuiNavDir_Left) | (1 << ImGuiNavDir_Right) | (1 << ImGuiNavDir_Up) | (1 << ImGuiNavDir_Down);
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if (IsKeyPressedMap(ImGuiKey_NavActivate, (flags & ImGuiButtonFlags_Repeat) != 0))
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pressed = true;
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}
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