diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index c5652c96..78d67db3 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -33,6 +33,12 @@ HOW TO UPDATE? VERSION 1.73 (In Progress) ----------------------------------------------------------------------- +Other Changes: + +- Scrolling, Nav: Fixed programmatic scroll leading to a slightly incorrect scroll offset when + the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when + a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. + ----------------------------------------------------------------------- VERSION 1.72 (Released 2019-07-27) diff --git a/imgui.cpp b/imgui.cpp index 316a71ee..71c76095 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -5692,7 +5692,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner rectangle // Not affected by window border size. Used by: // - InnerClipRect - // - NavScrollToBringItemIntoView() + // - ScrollToBringRectIntoView() // - NavUpdatePageUpPageDown() // - Scrollbar() window->InnerRect.Min.x = window->Pos.x; @@ -7141,18 +7141,19 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s target_x = 0.0f; else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x) target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; - scroll.x = target_x - cr_x * window->InnerRect.GetWidth(); + scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); } if (window->ScrollTarget.y < FLT_MAX) { // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. + float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); float cr_y = window->ScrollTargetCenterRatio.y; float target_y = window->ScrollTarget.y; if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) target_y = 0.0f; if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; - scroll.y = target_y - cr_y * window->InnerRect.GetHeight(); + scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); } scroll = ImMax(scroll, ImVec2(0.0f, 0.0f)); if (!window->Collapsed && !window->SkipItems) @@ -7164,7 +7165,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s } // Scroll to keep newly navigated item fully into view -void ImGui::ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect) +void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) { 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] @@ -7173,25 +7174,13 @@ void ImGui::ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_re ImGuiContext& g = *GImGui; if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - { - window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 0.0f; - } + 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) - { - window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x; - window->ScrollTargetCenterRatio.x = 1.0f; - } + SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); if (item_rect.Min.y < window_rect.Min.y) - { - window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 0.0f; - } + 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) - { - window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y; - window->ScrollTargetCenterRatio.y = 1.0f; - } + SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); } float ImGui::GetScrollX() @@ -7244,26 +7233,37 @@ void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) window->ScrollTargetCenterRatio.y = 0.0f; } -void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) + +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) { // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); window->ScrollTarget.x = (float)(int)(local_x + window->Scroll.x); window->ScrollTargetCenterRatio.x = center_x_ratio; } -void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + local_y -= decoration_up_height; window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y); window->ScrollTargetCenterRatio.y = center_y_ratio; } +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + // center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. void ImGui::SetScrollHereX(float center_x_ratio) { @@ -8484,7 +8484,7 @@ static void ImGui::NavUpdateMoveResult() if (g.NavLayer == 0) { ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - ScrollToBringItemIntoView(result->Window, rect_abs); + 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); @@ -8493,7 +8493,7 @@ static void ImGui::NavUpdateMoveResult() // 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) - ScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); + ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll)); } ClearActiveID(); diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 7fb29ec7..5a4259fd 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2066,8 +2066,14 @@ static void ShowDemoWindowLayout() static int track_item = 50; static bool enable_track = true; + static bool enable_extra_decorations = false; static float scroll_to_off_px = 0.0f; static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + ImGui::SameLine(); + HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars."); + ImGui::Checkbox("Track", &enable_track); ImGui::PushItemWidth(100); ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); @@ -2076,7 +2082,7 @@ static void ShowDemoWindowLayout() ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px"); bool scroll_to_pos = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, 0, 9999, "X/Y = %.0f px"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, 9999, "X/Y = %.0f px"); ImGui::PopItemWidth(); if (scroll_to_off || scroll_to_pos) @@ -2094,7 +2100,13 @@ static void ShowDemoWindowLayout() const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; ImGui::TextUnformatted(names[i]); - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, ImGuiWindowFlags_None); + ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } if (scroll_to_off) ImGui::SetScrollY(scroll_to_off_px); if (scroll_to_pos) @@ -2126,7 +2138,8 @@ static void ShowDemoWindowLayout() for (int i = 0; i < 5; i++) { float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; - ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, ImGuiWindowFlags_HorizontalScrollbar); + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags); if (scroll_to_off) ImGui::SetScrollX(scroll_to_off_px); if (scroll_to_pos) diff --git a/imgui_internal.h b/imgui_internal.h index 8c0d7410..6a672edc 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1499,7 +1499,9 @@ namespace ImGui // Scrolling IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x); IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); - IMGUI_API void ScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect); + 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); // Basic Accessors inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }