Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
diff --git a/CHANGELOG.txt b/CHANGELOG.txt
index c699372..4867abe 100644
--- a/CHANGELOG.txt
+++ b/CHANGELOG.txt
@@ -43,6 +43,8 @@
 
 Other Changes:
 
+ - Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
+
 -----------------------------------------------------------------------
 
 VERSION 1.61 (Released 2018-05-14)
diff --git a/imgui.cpp b/imgui.cpp
index 2ef17af..f562d56 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -3005,39 +3005,35 @@
 }
 
 // NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
-static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel)
+static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
 {
     // Scroll to keep newly navigated item fully into view
-    ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1, 1), window->InnerMainRect.Max - window->Pos + ImVec2(1, 1));
-    //g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG]
-    if (window_rect_rel.Contains(item_rect_rel))
+    ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
+    //g.OverlayDrawList.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_rel.Min.x < window_rect_rel.Min.x)
+    if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
     {
-        window->ScrollTarget.x = item_rect_rel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x;
+        window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
         window->ScrollTargetCenterRatio.x = 0.0f;
     }
-    else if (window->ScrollbarX && item_rect_rel.Max.x >= window_rect_rel.Max.x)
+    else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
     {
-        window->ScrollTarget.x = item_rect_rel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x;
+        window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
         window->ScrollTargetCenterRatio.x = 1.0f;
     }
-    if (item_rect_rel.Min.y < window_rect_rel.Min.y)
+    if (item_rect.Min.y < window_rect.Min.y)
     {
-        window->ScrollTarget.y = item_rect_rel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y;
+        window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
         window->ScrollTargetCenterRatio.y = 0.0f;
     }
-    else if (item_rect_rel.Max.y >= window_rect_rel.Max.y)
+    else if (item_rect.Max.y >= window_rect.Max.y)
     {
-        window->ScrollTarget.y = item_rect_rel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y;
+        window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
         window->ScrollTargetCenterRatio.y = 1.0f;
     }
-
-    // Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately after in NavUpdate()
-    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
-    item_rect_rel.Translate(window->Scroll - next_scroll);
 }
 
 static void ImGui::NavUpdate()
@@ -3101,9 +3097,18 @@
 
         IM_ASSERT(g.NavWindow && result->Window);
 
-        // Scroll to keep newly navigated item fully into view
+        // Scroll to keep newly navigated item fully into view. Also scroll parent window if necessary.
         if (g.NavLayer == 0)
-            NavScrollToBringItemIntoView(result->Window, result->RectRel);
+        {
+            ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
+            NavScrollToBringItemIntoView(result->Window, rect_abs);
+            if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
+                NavScrollToBringItemIntoView(result->Window->ParentWindow, 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);
+            result->RectRel.Translate(result->Window->Scroll - next_scroll);
+        }
 
         // Apply result from previous frame navigation directional move request
         ClearActiveID();
@@ -6153,7 +6158,7 @@
         window->SizeFullAtLastBegin = window->SizeFull;
 
         // Update various regions. Variables they depends on are set above in this function.
-        // FIXME: window->ContentsRegion.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
+        // FIXME: window->ContentsRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
         window->ContentsRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
         window->ContentsRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
         window->ContentsRegionRect.Max.x = window->Pos.x - window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));