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Window, Nav: Fixed crash when calling SetWindowFocus(NULL) as the time a new window appears. (#3865)
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@ -50,6 +50,7 @@ Other Changes:
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with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369]
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- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible
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area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825)
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- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) as the time a new window appears. (#3865) [@nem0]
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- Added GetAllocatorFunctions() to facilitate sharing allocators accross DLL boundaries. (#3836)
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- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369)
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This can currently only ever be set by the Freetype renderer.
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@ -116,7 +116,7 @@ On most platforms and when using C++, **you should be able to use a combination
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
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Officially maintained backends/bindings (in repository):
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, WebGPU.
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, Vulkan, WebGPU.
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- Platforms: GLFW, SDL2, Win32, Glut, OSX.
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- Frameworks: Emscripten, Allegro5, Marmalade.
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@ -6372,11 +6372,12 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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g.NavWindow = window;
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if (window && g.NavDisableMouseHover)
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g.NavMousePosDirty = true;
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g.NavInitRequest = false;
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g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
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g.NavFocusScopeId = 0;
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g.NavIdIsAlive = false;
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g.NavLayer = ImGuiNavLayer_Main;
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g.NavInitRequest = g.NavMoveRequest = false;
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NavUpdateAnyRequestFlag();
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//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
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}
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