Internals: Moved CalcListClipping close to ImGuiListClipper code (no-op)
diff --git a/imgui.cpp b/imgui.cpp
index 6096f51..1053860 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -2243,6 +2243,47 @@
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
//-----------------------------------------------------------------------------
+// Helper to calculate coarse clipping of large list of evenly sized items.
+// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
+// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
+void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (g.LogEnabled)
+ {
+ // If logging is active, do not perform any clipping
+ *out_items_display_start = 0;
+ *out_items_display_end = items_count;
+ return;
+ }
+ if (window->SkipItems)
+ {
+ *out_items_display_start = *out_items_display_end = 0;
+ return;
+ }
+
+ // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
+ ImRect unclipped_rect = window->ClipRect;
+ if (g.NavMoveRequest)
+ unclipped_rect.Add(g.NavScoringRectScreen);
+
+ const ImVec2 pos = window->DC.CursorPos;
+ int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
+ int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
+
+ // When performing a navigation request, ensure we have one item extra in the direction we are moving to
+ if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
+ start--;
+ if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
+ end++;
+
+ start = ImClamp(start, 0, items_count);
+ end = ImClamp(end + 1, start, items_count);
+ *out_items_display_start = start;
+ *out_items_display_end = end;
+}
+
static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
{
// Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
@@ -4130,47 +4171,6 @@
return text_size;
}
-// Helper to calculate coarse clipping of large list of evenly sized items.
-// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
-// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
-void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (g.LogEnabled)
- {
- // If logging is active, do not perform any clipping
- *out_items_display_start = 0;
- *out_items_display_end = items_count;
- return;
- }
- if (window->SkipItems)
- {
- *out_items_display_start = *out_items_display_end = 0;
- return;
- }
-
- // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
- ImRect unclipped_rect = window->ClipRect;
- if (g.NavMoveRequest)
- unclipped_rect.Add(g.NavScoringRectScreen);
-
- const ImVec2 pos = window->DC.CursorPos;
- int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
- int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
-
- // When performing a navigation request, ensure we have one item extra in the direction we are moving to
- if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
- start--;
- if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down)
- end++;
-
- start = ImClamp(start, 0, items_count);
- end = ImClamp(end + 1, start, items_count);
- *out_items_display_start = start;
- *out_items_display_end = end;
-}
-
// Find window given position, search front-to-back
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is