Nav: Fixed an issue with Gamepad navigation when the movement lead to a scroll and frame time > repeat rate. (#6171)
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 3a13225..cb28bbb 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -51,6 +51,9 @@
allowing to press buttons with Enter. (#5606)
(Enter emulates a "prefer text input" activation vs.
Space emulates a "prefer tweak" activation which is to closer to gamepad controls).
+- Nav: Fixed an issue with Gamepad navigation when the movement lead to a scroll and
+ frame time > repeat rate. Triggering a new move request on the same frame as a move
+ result lead to an incorrect calculation and loss of navigation id. (#6171)
- Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted
before and can accept the same data type. (#6183).
- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to
diff --git a/imgui.cpp b/imgui.cpp
index 95cfd61..080b05f 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -11262,16 +11262,21 @@
}
// When using gamepad, we project the reference nav bounding box into window visible area.
- // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad all movements are relative
- // (can't focus a visible object like we can with the mouse).
+ // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
+ // since with gamepad all movements are relative (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)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
{
bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
+
+ // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
+ // Otherwise 'inner_rect_rel' would be off on the move result frame.
+ inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
+
if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
- //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
+ IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;