Internal: Made ScrollToBringRectIntoView() handle recursing back to scroll parent window, so the function can be called elsewhere (instead of 1 deep recursion done in NavUpdateMoveResult().
diff --git a/imgui.cpp b/imgui.cpp
index 6e6da3b..4f55e4a 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -7165,22 +7165,33 @@
}
// Scroll to keep newly navigated item fully into view
-void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
+ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
+ ImGuiContext& g = *GImGui;
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
- if (window_rect.Contains(item_rect))
- return;
- ImGuiContext& g = *GImGui;
- if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
- SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
- else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
- SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
- if (item_rect.Min.y < window_rect.Min.y)
- SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
- else if (item_rect.Max.y >= window_rect.Max.y)
- SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
+ ImVec2 delta_scroll;
+ if (!window_rect.Contains(item_rect))
+ {
+ if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
+ SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
+ else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
+ SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
+ if (item_rect.Min.y < window_rect.Min.y)
+ SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
+ else if (item_rect.Max.y >= window_rect.Max.y)
+ SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
+
+ ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
+ delta_scroll = next_scroll - window->Scroll;
+ }
+
+ // Also scroll parent window to keep us into view if necessary
+ if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
+
+ return delta_scroll;
}
float ImGui::GetScrollX()
@@ -8484,16 +8495,11 @@
if (g.NavLayer == 0)
{
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
- ScrollToBringRectIntoView(result->Window, rect_abs);
+ ImVec2 delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
- // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
- ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
- ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
- result->RectRel.Translate(delta_scroll);
-
- // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
- if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
- ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
+ // Offset our result position so mouse position can be applied immediately after in NavUpdate()
+ result->RectRel.TranslateX(-delta_scroll.x);
+ result->RectRel.TranslateY(-delta_scroll.y);
}
ClearActiveID();
diff --git a/imgui_internal.h b/imgui_internal.h
index 7732828..4a038d1 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1502,7 +1502,7 @@
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
- IMGUI_API void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
+ IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
// Basic Accessors
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }