Internal tidying up, moved code to CalcNextScrollFromScrollTargetAndClamp() so it can be reused by upcoming nav code.

This commit is contained in:
ocornut 2016-08-21 14:39:13 +02:00
parent ac7826c8a5
commit f71cdd13b7

View File

@ -710,6 +710,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window);
static void ClearSetNextWindowData();
static void CheckStacksSize(ImGuiWindow* window, bool write);
static void Scrollbar(ImGuiWindow* window, bool horizontal);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window);
@ -4539,6 +4540,19 @@ static void ApplySizeFullWithConstraint(ImGuiWindow* window, ImVec2 new_size)
window->SizeFull = new_size;
}
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
{
ImVec2 scroll = window->Scroll;
if (window->ScrollTarget.x < FLT_MAX)
scroll.x = window->ScrollTarget.x - (window->ScrollTargetCenterRatio.x * window->SizeFull.x);
if (window->ScrollTarget.y < FLT_MAX)
scroll.y = window->ScrollTarget.y - ((1.0f - window->ScrollTargetCenterRatio.y) * (window->TitleBarHeight() + window->MenuBarHeight())) - (window->ScrollTargetCenterRatio.y * window->SizeFull.y);
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems)
scroll = ImMin(scroll, ImMax(ImVec2(0.0f, 0.0f), window->SizeContents - window->SizeFull + window->ScrollbarSizes));
return scroll;
}
// Push a new ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
@ -4858,21 +4872,8 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;
// Apply scrolling
if (window->ScrollTarget.x < FLT_MAX)
{
float center_ratio = window->ScrollTargetCenterRatio.x;
window->Scroll.x = window->ScrollTarget.x - (center_ratio * window->SizeFull.x);
window->ScrollTarget.x = FLT_MAX;
}
if (window->ScrollTarget.y < FLT_MAX)
{
float center_ratio = window->ScrollTargetCenterRatio.y;
window->Scroll.y = window->ScrollTarget.y - ((1.0f - center_ratio) * (window->TitleBarHeight() + window->MenuBarHeight())) - (center_ratio * window->SizeFull.y);
window->ScrollTarget.y = FLT_MAX;
}
window->Scroll = ImMax(window->Scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems)
window->Scroll = ImMin(window->Scroll, ImMax(ImVec2(0.0f, 0.0f), window->SizeContents - window->SizeFull + window->ScrollbarSizes));
window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
// Modal window darkens what is behind them
if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())