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Nav, Tables: fix NavIsScrollPushableX logic clamping value stored in NavApplyItemToResult(), which would break scrolling. (#8816, #2221)

Amend 47c4148.
This commit is contained in:
ocornut 2025-08-11 15:17:02 +02:00
parent 50115596dc
commit 8239a0e0c4

View file

@ -1291,7 +1291,7 @@ static float NavUpdatePageUpPageDown();
static inline void NavUpdateAnyRequestFlag();
static void NavUpdateCreateWrappingRequest();
static void NavEndFrame();
static bool NavScoreItem(ImGuiNavItemData* result);
static bool NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb);
static void NavApplyItemToResult(ImGuiNavItemData* result);
static void NavProcessItem();
static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
@ -12870,7 +12870,7 @@ static float inline NavScoreItemDistInterval(float cand_min, float cand_max, flo
}
// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
static bool ImGui::NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@ -12878,7 +12878,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
return false;
// FIXME: Those are not good variables names
ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle
ImRect cand = nav_bb; // Current item nav rectangle
const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
g.NavScoringDebugCount++;
@ -13045,13 +13045,13 @@ static void ImGui::NavProcessItem()
const ImGuiID id = g.LastItemData.ID;
const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags;
// When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
// When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816)
ImRect nav_bb = g.LastItemData.NavRect;
if (window->DC.NavIsScrollPushableX == false)
{
g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
nav_bb.Min.x = ImClamp(nav_bb.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
nav_bb.Max.x = ImClamp(nav_bb.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
}
const ImRect nav_bb = g.LastItemData.NavRect;
// Process Init Request
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
@ -13083,14 +13083,14 @@ static void ImGui::NavProcessItem()
else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
{
ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
if (NavScoreItem(result))
if (NavScoreItem(result, nav_bb))
NavApplyItemToResult(result);
// Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
const float VISIBLE_RATIO = 0.70f;
if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
if (NavScoreItem(&g.NavMoveResultLocalVisible))
if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb))
NavApplyItemToResult(&g.NavMoveResultLocalVisible);
}
}