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@@ -8008,32 +8008,80 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
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return scroll;
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}
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+void ImGui::ScrollToItem(ImGuiScrollFlags flags)
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+{
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+ ImGuiContext& g = *GImGui;
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+ ImGuiWindow* window = g.CurrentWindow;
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+ ScrollToRectEx(window, g.LastItemData.NavRect, flags);
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+}
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+
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+void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
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+{
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+ ScrollToRectEx(window, item_rect, flags);
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+}
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+
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// Scroll to keep newly navigated item fully into view
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-ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
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+ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
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{
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ImGuiContext& g = *GImGui;
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ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
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//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
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- ImVec2 delta_scroll;
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- if (!window_rect.Contains(item_rect))
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+ // Check that only one behavior is selected per axis
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+ IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
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+ IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
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+
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+ // Defaults
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+ ImGuiScrollFlags in_flags = flags;
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+ if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
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+ flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
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+ if ((flags & ImGuiScrollFlags_MaskY_) == 0)
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+ flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
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+
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+ const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x;
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+ const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y;
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+ const bool can_be_fully_visible_x = item_rect.GetWidth() <= window_rect.GetWidth();
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+ const bool can_be_fully_visible_y = item_rect.GetHeight() <= window_rect.GetHeight();
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+
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+ if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
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{
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- if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
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- SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f);
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- else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
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- SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
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- if (item_rect.Min.y < window_rect.Min.y)
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- SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
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- else if (item_rect.Max.y >= window_rect.Max.y)
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- SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
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+ if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x)
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+ SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
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+ else if (item_rect.Max.x >= window_rect.Max.x)
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+ SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
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+ }
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+ else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
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+ {
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+ float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x;
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+ SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f);
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+ }
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- ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
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- delta_scroll = next_scroll - window->Scroll;
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+ if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
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+ {
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+ if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y)
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+ SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
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+ else if (item_rect.Max.y >= window_rect.Max.y)
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+ SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
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}
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+ else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
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+ {
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+ float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y;
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+ SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f);
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+ }
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+
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+ ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
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+ ImVec2 delta_scroll = next_scroll - window->Scroll;
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// Also scroll parent window to keep us into view if necessary
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- if (window->Flags & ImGuiWindowFlags_ChildWindow)
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- delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
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+ if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
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+ {
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+ // FIXME-SCROLL: May be an option?
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+ if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
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+ in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
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+ if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
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+ in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
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+ delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
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+ }
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return delta_scroll;
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}
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@@ -9026,7 +9074,7 @@ bool ImGui::NavMoveRequestButNoResultYet()
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}
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// FIXME: ScoringRect is not set
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-void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags)
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+void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavWindow != NULL);
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@@ -9035,6 +9083,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM
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g.NavMoveDirForDebug = move_dir;
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g.NavMoveClipDir = clip_dir;
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g.NavMoveFlags = move_flags;
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+ g.NavMoveScrollFlags = scroll_flags;
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g.NavMoveForwardToNextFrame = false;
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g.NavMoveKeyMods = g.IO.KeyMods;
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g.NavMoveResultLocal.Clear();
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@@ -9051,7 +9100,7 @@ void ImGui::NavMoveRequestCancel()
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}
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// Forward will reuse the move request again on the next frame (generally with modifications done to it)
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-void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags)
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+void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(g.NavMoveForwardToNextFrame == false);
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@@ -9060,6 +9109,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNav
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g.NavMoveDir = move_dir;
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g.NavMoveClipDir = clip_dir;
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g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
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+ g.NavMoveScrollFlags = scroll_flags;
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}
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// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
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@@ -9422,6 +9472,7 @@ void ImGui::NavUpdateCreateMoveRequest()
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// Initiate directional inputs request
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g.NavMoveDir = ImGuiDir_None;
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g.NavMoveFlags = ImGuiNavMoveFlags_None;
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+ g.NavMoveScrollFlags = ImGuiScrollFlags_None;
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if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
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@@ -9454,7 +9505,7 @@ void ImGui::NavUpdateCreateMoveRequest()
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// Submit
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g.NavMoveForwardToNextFrame = false;
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if (g.NavMoveDir != ImGuiDir_None)
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- NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags);
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+ NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
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// Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match)
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if (g.NavMoveSubmitted && g.NavId == 0)
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@@ -9534,8 +9585,9 @@ void ImGui::NavMoveRequestApplyResult()
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if (g.NavLayer == ImGuiNavLayer_Main)
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{
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ImVec2 delta_scroll;
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- if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdge)
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+ if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
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{
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+ // FIXME: Should remove this
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float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
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delta_scroll.y = result->Window->Scroll.y - scroll_target;
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SetScrollY(result->Window, scroll_target);
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@@ -9543,7 +9595,7 @@ void ImGui::NavMoveRequestApplyResult()
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else
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{
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ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
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- delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
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+ delta_scroll = ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
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}
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// Offset our result position so mouse position can be applied immediately after in NavUpdate()
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@@ -9670,13 +9722,13 @@ static float ImGui::NavUpdatePageUpPageDown()
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else if (home_pressed)
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{
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// FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
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- // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result.
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+ // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
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// Preserve current horizontal position if we have any.
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nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;
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if (nav_rect_rel.IsInverted())
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nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
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g.NavMoveDir = ImGuiDir_Down;
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- g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
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+ g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
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// FIXME-NAV: MoveClipDir left to _None, intentional?
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}
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else if (end_pressed)
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@@ -9685,7 +9737,7 @@ static float ImGui::NavUpdatePageUpPageDown()
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if (nav_rect_rel.IsInverted())
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nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
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g.NavMoveDir = ImGuiDir_Up;
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- g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
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+ g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
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// FIXME-NAV: MoveClipDir left to _None, intentional?
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}
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return nav_scoring_rect_offset_y;
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@@ -9756,7 +9808,7 @@ static void ImGui::NavEndFrame()
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if (do_forward)
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{
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window->NavRectRel[g.NavLayer] = bb_rel;
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- NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags);
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+ NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
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}
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}
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}
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