diff --git a/imgui.cpp b/imgui.cpp index 4841b4724..045ac2a7e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -2268,7 +2268,7 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items if (g.NavMoveScoringItems) unclipped_rect.Add(g.NavScoringRect); if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) - unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); // Could store and use NavJustMovedToRectRel + unclipped_rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel const ImVec2 pos = window->DC.CursorPos; int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); @@ -7127,7 +7127,7 @@ void ImGui::SetItemDefaultFocus() g.NavInitRequest = false; g.NavInitResultId = g.LastItemData.ID; - g.NavInitResultRectRel = ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos); + g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); NavUpdateAnyRequestFlag(); // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll) @@ -8829,7 +8829,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) - window->NavRectRel[nav_layer] = ImRect(g.LastItemData.NavRect.Min - window->Pos, g.LastItemData.NavRect.Max - window->Pos); + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); if (g.ActiveIdSource == ImGuiInputSource_Nav) g.NavDisableMouseHover = true; @@ -9009,7 +9009,7 @@ static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) result->ID = g.LastItemData.ID; result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; result->InFlags = g.LastItemData.InFlags; - result->RectRel = ImRect(g.LastItemData.NavRect.Min - window->Pos, g.LastItemData.NavRect.Max - window->Pos); + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); } // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) @@ -9030,7 +9030,7 @@ static void ImGui::NavProcessItem() if (candidate_for_nav_default_focus || g.NavInitResultId == 0) { g.NavInitResultId = id; - g.NavInitResultRectRel = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); } if (candidate_for_nav_default_focus) { @@ -9077,7 +9077,7 @@ static void ImGui::NavProcessItem() g.NavLayer = window->DC.NavLayerCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; g.NavIdIsAlive = true; - window->NavRectRel[window->DC.NavLayerCurrent] = ImRect(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); // Store item bounding box (relative to window position) + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) } } @@ -9242,8 +9242,8 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() else { // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. - const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; - ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImRect rect_rel = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[g.NavLayer]); + ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); ImGuiViewport* viewport = GetMainViewport(); return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } @@ -9456,7 +9456,7 @@ static void ImGui::NavUpdate() if (g.NavWindow) { ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); - if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } // [DEBUG] if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } } #endif @@ -9549,7 +9549,7 @@ void ImGui::NavUpdateCreateMoveRequest() // (can't focus a visible object like we can with the mouse). if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL) { - ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); + ImRect window_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n"); @@ -9565,7 +9565,7 @@ void ImGui::NavUpdateCreateMoveRequest() if (window != NULL) { ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); - scoring_rect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); scoring_rect.TranslateY(scoring_rect_offset_y); scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); scoring_rect.Max.x = scoring_rect.Min.x; @@ -9624,7 +9624,7 @@ void ImGui::NavMoveRequestApplyResult() } else { - ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); delta_scroll = ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); } @@ -9699,7 +9699,7 @@ static void ImGui::NavUpdateCancelRequest() IM_ASSERT(child_window->ChildId != 0); ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); } else if (g.OpenPopupStack.Size > 0) { diff --git a/imgui_internal.h b/imgui_internal.h index 0447b5aa0..cb41487e5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2388,6 +2388,8 @@ namespace ImGui IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->Pos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->Pos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } // Windows: Display Order and Focus Order IMGUI_API void FocusWindow(ImGuiWindow* window); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 784e1fc38..96c0e2cb6 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6258,7 +6258,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); // (bb == NavRect) + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect) g.NavDisableHighlight = true; } }