Internal: added ScrollToItem() upcoming replacement to ScrollToBringRectIntoView() + ImGuiScrollFlags (WIP) (#3692, #3208, #2812, #4242, #2900)
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fc4988ffb0
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8f495e5543
@ -62,6 +62,7 @@ Other Changes:
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the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy.
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- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
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is disabled. (#4547, #4439) [@PathogenDavid]
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- Nav: Improve scrolling behavior when navigating to an item larger than view.
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- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to
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the TreePush(const char*) and TreePush(const void*) functions would use an hardcoded replacement.
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The only situation where that change would make a meaningful difference is TreePush((const char*)NULL)
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102
imgui.cpp
102
imgui.cpp
@ -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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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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// 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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{
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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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// 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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ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
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delta_scroll = next_scroll - window->Scroll;
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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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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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if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
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{
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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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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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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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2
imgui.h
2
imgui.h
@ -64,7 +64,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.85 WIP"
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#define IMGUI_VERSION_NUM 18417
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#define IMGUI_VERSION_NUM 18418
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -152,6 +152,7 @@ typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // F
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typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
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typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions
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typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
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typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests
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typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
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typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
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typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
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@ -1175,6 +1176,21 @@ enum ImGuiActivateFlags_
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ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
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};
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// Early work-in-progress API for ScrollToItem()
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enum ImGuiScrollFlags_
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{
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ImGuiScrollFlags_None = 0,
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ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]
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ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]
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ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used]
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ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis
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ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used]
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ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window)
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ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).
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ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX,
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ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY
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};
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enum ImGuiNavHighlightFlags_
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{
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ImGuiNavHighlightFlags_None = 0,
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@ -1201,7 +1217,7 @@ enum ImGuiNavMoveFlags_
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ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
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ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
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ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
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ImGuiNavMoveFlags_ScrollToEdge = 1 << 6,
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ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
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ImGuiNavMoveFlags_Forwarded = 1 << 7,
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ImGuiNavMoveFlags_DebugNoResult = 1 << 8
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};
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@ -1536,6 +1552,7 @@ struct ImGuiContext
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bool NavMoveScoringItems; // Move request submitted, still scoring incoming items
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bool NavMoveForwardToNextFrame;
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ImGuiNavMoveFlags NavMoveFlags;
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ImGuiScrollFlags NavMoveScrollFlags;
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ImGuiKeyModFlags NavMoveKeyMods;
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ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
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ImGuiDir NavMoveDirForDebug;
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@ -1742,6 +1759,7 @@ struct ImGuiContext
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NavMoveScoringItems = false;
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NavMoveForwardToNextFrame = false;
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NavMoveFlags = ImGuiNavMoveFlags_None;
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NavMoveScrollFlags = ImGuiScrollFlags_None;
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NavMoveKeyMods = ImGuiKeyModFlags_None;
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NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
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NavScoringDebugCount = 0;
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@ -2390,7 +2408,14 @@ namespace ImGui
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IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y);
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IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);
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IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);
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IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
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// Early work-in-progress API (ScrollToItem() will become public)
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IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0);
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IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
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IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
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//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); }
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//#endif
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// Basic Accessors
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inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)
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@ -2471,8 +2496,8 @@ namespace ImGui
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API void NavInitRequestApplyResult();
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IMGUI_API bool NavMoveRequestButNoResultYet();
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IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
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IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
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IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
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IMGUI_API void NavMoveRequestCancel();
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IMGUI_API void NavMoveRequestApplyResult();
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IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
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@ -6716,7 +6716,7 @@ void ImGui::EndMenuBar()
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SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
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g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
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g.NavDisableMouseHover = g.NavMousePosDirty = true;
|
||||
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags); // Repeat
|
||||
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user